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2020-07-13video_core/format_lookup_table: Add formats with existing PixelFormatReinUsesLisp
2020-07-13video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp
2020-07-13video_core: Fix B5G6R5UReinUsesLisp
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA16_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA8_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RG32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp
2020-07-13video_core: Implement R8_SINT render targetReinUsesLisp
2020-07-13video_core: Implement R8_SNORM render targetReinUsesLisp
2020-07-13video_core/surface: Remove explicit values on PixelFormat's definitionReinUsesLisp
2020-07-13video_core/surface: Reorder render target to pixel format switchReinUsesLisp
2020-07-12vk_blit_screen: Make use of designated initializers where applicableLioncash
Now that we make use of C++20, we can use designated initializers to make things a little nicer to read.
2020-07-12vk_state_tracker: Fix dirty flags for stencil_enable on ↵ReinUsesLisp
VK_EXT_extended_dynamic_state Fixes a regression on any game using stencil on devices with VK_EXT_extended_dynamic_state.
2020-07-10vk_rasterizer: Pass <pSizes> to CmdBindVertexBuffers2EXTReinUsesLisp
This has been fixed in Nvidia's public beta driver 451.74. The previous beta driver will be broken, people using these will have to update.
2020-07-10video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp
Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
2020-07-10Merge pull request #4283 from lat9nq/fix-linux-nvidia-vulkanRodrigo Locatti
vk_stream_buffer: Prevent Vulkan crash in Linux on recent NVIDIA driver
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-09vk_stream_buffer: set allocable_size to 9 MiBlat9nq
This solves the crash on Linux systems running the current Linux Long Lived branch nVidia driver.
2020-07-07maxwell_dma: Rename registers to match official docs and reorderReinUsesLisp
Rename registers in the MaxwellDMA class to match Nvidia's official documentation. This one can be found here: https://github.com/NVIDIA/open-gpu-doc/blob/master/classes/dma-copy/clb0b5.h While we are at it, reorganize the code in MaxwellDMA to be separated in different functions.
2020-07-07Merge pull request #4150 from ReinUsesLisp/dynamic-state-implbunnei
vulkan: Use VK_EXT_extended_dynamic_state when available
2020-07-04Merge pull request #4194 from ReinUsesLisp/fix-shader-cacheFernando Sahmkow
shader_cache: Fix use-after-free and orphan invalidation cache entries
2020-07-02Merge pull request #4175 from ReinUsesLisp/read-bufferbunnei
gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
2020-07-02Merge pull request #4082 from Morph1984/mirror-once-clampRodrigo Locatti
maxwell_to_gl: Implement MirrorOnceClampOGL wrap mode using GL_MIRROR_CLAMP_EXT
2020-07-01shader_cache: Fix use-after-free and orphan invalidation cache entriesReinUsesLisp
This fixes some cases where entries could have been removed multiple times reading freed memory. To address this issue this commit removes duplicates from entries marked for removal and sorts out the removal process to fix another use-after-free situation. Another issue fixed in this commit is orphan invalidation cache entries. Previously only the entries that were invalidated in the current operations had its entries removed. This led to more use-after-free situations when these entries were actually invalidated but referenced an object that didn't exist.
2020-06-30Merge pull request #4176 from ReinUsesLisp/compatible-formatsFernando Sahmkow
texture_cache: Check format compatibility before copying
2020-06-30Merge pull request #4157 from ReinUsesLisp/unified-turingFernando Sahmkow
gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices
2020-06-30maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXTMorph
Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
2020-06-30Merge pull request #4191 from Morph1984/vertex-formatsRodrigo Locatti
maxwell_to_gl/vk: Reorder vertex formats
2020-06-30macro: Add support for "middle methods" on the code cache (#4112)David
Macro code is just uploaded sequentially from a starting address, however that does not mean the entry point for the macro is at that address. This PR adds preliminary support for executing macros in the middle of our cached code.
2020-06-29maxwell_to_gl: Rename VertexType() to VertexFormat()Morph
2020-06-29Merge pull request #4140 from ReinUsesLisp/validation-layersRodrigo Locatti
renderer_vulkan: Update validation layer name and test before enabling
2020-06-28maxwell_to_vk: Reorder vertex formats and add A2B10G10R10 for all types ↵Morph
except float
2020-06-28maxwell_to_gl: Add 32 bit component sizes to (un)signed scaled formatsMorph
Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together.
2020-06-27General: Tune the priority of main emulation threads so they have higher ↵Fernando Sahmkow
priority than less important helper threads.
2020-06-27General: Correct rebase, sync gpu and context management.Fernando Sahmkow
2020-06-27General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow
2020-06-27General: Recover Prometheus project from harddrive failure Fernando Sahmkow
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host Timing, Reworks the Kernel's Scheduler, Introduce Idle State and Suspended State, Recreates the bootmanager, Initializes Multicore system.
2020-06-26Merge pull request #4147 from ReinUsesLisp/hset2-immbunnei
shader/half_set: Implement HSET2_IMM
2020-06-26vk_rasterizer: Use nullptr for <pSizes> in CmdBindVertexBuffers2EXTReinUsesLisp
Disable this temporarily.
2020-06-26vk_pipeline_cache: Avoid hashing and comparing dynamic state when possibleReinUsesLisp
With extended dynamic states, some bytes don't have to be collected from the pipeline key, hence we can avoid hashing and comparing them on lookups.
2020-06-26vulkan/fixed_pipeline_state: Move state out of individual structuresReinUsesLisp
2020-06-26vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp
2020-06-26renderer_vulkan/wrapper: Add VK_EXT_extended_dynamic_state functionsReinUsesLisp
2020-06-26fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp
This moves dynamic state present in VK_EXT_extended_dynamic_state to a separate structure in FixedPipelineState. This is structure is at the bottom allowing us to hash and memcmp only when the extension is not supported.
2020-06-26vk_device: Enable VK_EXT_extended_dynamic_state when availableReinUsesLisp
2020-06-26texture_cache: Test format compatibility before copyingReinUsesLisp
Avoid illegal copies. This intercepts the last step of a copy to avoid generating validation errors or corrupting the driver on some instances. We can create views and emit copies accordingly in future commits and remove this last-step validation.
2020-06-26Merge pull request #4144 from FernandoS27/tt-fixbunnei
TextureCache: Fix case where layer goes off bound.
2020-06-26Merge pull request #4111 from ReinUsesLisp/preserve-contents-vkbunnei
vk_rasterizer: Don't preserve contents on full screen clears