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2019-11-24gl_texture_cache: Apply sRGB on blitsReinUsesLisp
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format.
2019-11-24Merge pull request #3105 from ReinUsesLisp/fix-stencil-regbunnei
maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24Merge pull request #3145 from ReinUsesLisp/buffer-cache-initbunnei
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-23gpu_thread: Don't spin wait if there are no GPU commands.bunnei
2019-11-23Merge pull request #3141 from ReinUsesLisp/gl-positionbunnei
gl_shader_gen: Apply default value to gl_Position
2019-11-22gl_device: Reserve base bindings on limited devicesReinUsesLisp
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
2019-11-22gl_state: Skip null texture bindsReinUsesLisp
glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22gl_rasterizer: Disable compute shaders on IntelReinUsesLisp
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
2019-11-22gl_shader_cache: Hack shared memory sizeReinUsesLisp
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
2019-11-22gl_shader_decompiler: Normalize image bindingsReinUsesLisp
2019-11-22gl_shader_decompiler: Normalize cbuf bindingsReinUsesLisp
Stage and compute shaders were using a different binding counter. Normalize these.
2019-11-22gl_rasterizer: Add missing cbuf counter reset on computeReinUsesLisp
2019-11-22gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp
2019-11-22video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp
2019-11-22gl_rasterizer: Bind graphics images to draw commandsReinUsesLisp
Images were not being bound to draw invocations because these would require a cache invalidation.
2019-11-22gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
2019-11-22gl_shader_cache: Specialize shared memory sizeReinUsesLisp
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
2019-11-22gl_shader_cache: Specialize shader workgroupReinUsesLisp
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
2019-11-22shader/texture: Handle TLDS texture type mismatchesReinUsesLisp
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0).
2019-11-22shader/texture: Deduce texture buffers from lockerReinUsesLisp
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
2019-11-20buffer_cache: Remove brace initialized for objects with default constructorReinUsesLisp
2019-11-20Texture_Cache: Redo invalid Surfaces handling.Fernando Sahmkow
This commit aims to redo the full setup of invalid textures and guarantee correct behavior across backends in the case of finding one by using black dummy textures that match the target of the expected texture.
2019-11-19shader/other: Reduce DEPBAR log severityReinUsesLisp
While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise.
2019-11-19gl_shader_gen: Apply default value to gl_PositionReinUsesLisp
Nvidia has sane default output values for varyings, but the other vendors don't apply these. To properly emulate this we would have to analyze the shader header. For the time being, apply the same default Nvidia applies so we get the same behaviour on non-Nvidia drivers.
2019-11-19Merge pull request #3086 from ReinUsesLisp/format-lookupsbunnei
texture_cache: Use a flat table instead of switch for texture format lookups
2019-11-18Shader_IR: Address FeedbackFernando Sahmkow
2019-11-15Merge pull request #3047 from ReinUsesLisp/clip-controlbunnei
gl_rasterizer: Emulate viewport flipping with ARB_clip_control
2019-11-14format_lookup_table: Address feedbackReinUsesLisp
format_lookup_table: Drop bitfields format_lookup_table: Use std::array for definition table format_lookup_table: Include <limits> instead of <numeric>
2019-11-14texture_cache: Use a table instead of switch for texture formatsReinUsesLisp
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-11-14correct the implementation of RGBA16UIgreggameplayer
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow
2019-11-14Shader_Bytecode: Add encodings for FLO, SHF and TXDFernando Sahmkow
2019-11-14Merge pull request #3081 from ReinUsesLisp/fswzadd-shufflesFernando Sahmkow
shader: Implement FSWZADD and reimplement SHFL
2019-11-13maxwell_3d: Fix stencil_back_func_mask offsetReinUsesLisp
stencil_back_func_mask and stencil_back_mask were misplaced. This commit addresses that issue.
2019-11-13Merge pull request #3084 from ReinUsesLisp/cast-warningsRodrigo Locatti
video_core: Treat implicit conversions as errors
2019-11-11video_core: Enable sign conversion warningsRodrigo Locatti
Enable sign conversion warnings but don't treat them as errors.
2019-11-09Merge pull request #3082 from ReinUsesLisp/fix-lockersbunnei
gl_shader_cache: Fix locker constructors
2019-11-08video_core: Treat implicit conversions as errorsReinUsesLisp
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp
2019-11-08Merge pull request #3080 from FernandoS27/glsl-fixbunnei
GLSLDecompiler: Correct Texture Gather Offset.
2019-11-07gl_shader_cache: Fix locker constructorsReinUsesLisp
Properly pass engine when a shader is being constructed from memory.
2019-11-07gl_shader_cache: Enable extensions only when availableReinUsesLisp
Silence GLSL compilation warnings.
2019-11-07gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not availableReinUsesLisp
2019-11-07shader_ir/warp: Implement FSWZADDReinUsesLisp
2019-11-07gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp
2019-11-07GLSLDecompiler: Correct Texture Gather Offset.Fernando Sahmkow
This commit corrects the argument ordering in textureGatherOffset.
2019-11-07Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brxbunnei
shader/control_flow: Abstract repeated code chunks in BRX tracking
2019-11-07buffer_cache: Add missing includes (#3079)Morph
`boost::make_iterator_range` is available when `boost/range/iterator_range.hpp` is included. Also include `boost/icl/interval_map.hpp` and `boost/icl/interval_set.hpp`.