Commit Graph

40 Commits

Author SHA1 Message Date
Lioncash f5bd2617a8 video-core: Move logging macros over to new fmt-capable ones 2018-04-25 09:13:57 -04:00
bunnei b6bed8fd74 memory_manager: Make GpuToCpuAddress return an optional. 2018-04-24 17:49:19 -04:00
bunnei ebef12f037 memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses. 2018-04-24 17:40:43 -04:00
Subv 1eca798d8b GPU: Added asserts to our code for handling the QUERY_GET GPU command.
This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future.
This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
2018-04-23 17:06:57 -05:00
Subv 19a0e7e141 GPU: Pitch textures are now supported, don't assert when encountering them. 2018-04-18 12:52:53 -05:00
bunnei b651578582 Merge pull request #346 from bunnei/misc-gpu-improvements
Misc gpu improvements
2018-04-17 22:17:07 -04:00
bunnei de84b74dd4 maxwell3d: Allow Texture2DNoMipmap as Texture2D. 2018-04-17 21:39:15 -04:00
bunnei 4d9c441bef renderer_opengl: Implement BlendEquation and BlendFunc. 2018-04-17 18:11:48 -04:00
bunnei 65092bf8d8 gl_rasterizer: Implement indexed vertex mode. 2018-04-16 21:10:15 -04:00
Subv e14e38fe0e GPU: Added a function to determine whether a shader stage is enabled or not. 2018-04-14 22:54:23 -05:00
Subv cb3ca1d4cf GPU: Assert when finding a texture with a format type other than UNORM. 2018-04-06 20:44:46 -06:00
Subv 84c9824895 GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. 2018-04-01 12:07:26 -05:00
Subv 7fe4f9491e GPU: Implemented a gpu macro interpreter.
The Ryujinx macro interpreter and envydis were used as reference.

Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
2018-04-01 12:07:26 -05:00
bunnei e04a5dec60 Maxwell3D: Call AccelerateDrawBatch on DrawArrays. 2018-03-26 21:16:52 -04:00
Subv 3707231f5d GPU: Load the sampler info (TSC) when retrieving active textures. 2018-03-26 15:46:49 -05:00
Subv 18a9536efa GPU: Make the debug_context variable a member of the frontend instead of a global. 2018-03-24 23:35:06 -05:00
Subv f73fb9de9d GPU: Added a function to retrieve the active textures for a shader stage.
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
2018-03-24 11:31:53 -05:00
Subv b9b5b1e740 GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints. 2018-03-24 11:31:50 -05:00
Subv 10b10a14af GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints. 2018-03-24 11:31:50 -05:00
Subv bc03dc4793 GPU: Added a method to unswizzle a texture without decoding it.
Allow unswizzling of DXT1 textures.
2018-03-24 11:30:56 -05:00
Subv d09097276f GPU: Preliminary work for texture decoding. 2018-03-24 11:30:56 -05:00
N00byKing d3bdad2aaa Clang Fixes 2018-03-19 17:53:35 +01:00
N00byKing 1212e9e231 Clean Warnings (?) 2018-03-19 17:07:08 +01:00
Subv 36c527131f GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
2018-03-18 19:03:40 -05:00
Subv 80b0f4d681 GPU: Implement the BindStorageBuffer macro method in HLE.
This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
2018-03-18 16:50:42 -05:00
Subv 845415cc3d GPU: Handle writes to the CB_DATA method.
Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.

This method is usually used to upload uniforms or other shader-visible data.
2018-03-18 15:23:24 -05:00
Subv a8cb6ba213 GPU: Store uploaded GPU macros and keep track of the number of method parameters. 2018-03-18 11:51:46 -05:00
Subv 29c026fae1 GPU: Macros are specific to the Maxwell3D engine, so handle them internally. 2018-03-18 11:51:45 -05:00
Subv 5979796df8 GPU: Renamed ShaderType to ShaderStage as that is less confusing. 2018-03-17 18:32:57 -05:00
Subv 7b48098c60 GPU: Store shader constbuffer bindings in the GPU state. 2018-03-17 18:32:57 -05:00
Subv 8a5c0e873b GPU: Make the SetShader macro call do the same as the real macro's code.
It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.

Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
2018-03-17 18:32:55 -05:00
Subv e3e0625ff7 GPU: Corrected the parameter documentation for the SetShader macro call.
Register 0xE24 is actually a macro that sets some shader parameters in the register structure.

Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
2018-03-17 13:55:42 -05:00
Subv c9850b0d3a GPU: Handle the SetShader method call (0xE24) and store the shader config. 2018-03-16 22:51:06 -05:00
bunnei b849a04b2f Merge pull request #241 from Subv/gpu_method_call
GPU: Process command mode 5 (IncreaseOnce) differently from other commands
2018-03-16 22:28:22 -04:00
Subv 6796e37911 GPU: Process command mode 5 (IncreaseOnce) differently from other commands.
Accumulate all arguments before calling the desired method.

Note: Maybe we should do the same for the NonIncreasing mode?
2018-03-16 20:32:44 -05:00
Subv 3247b8f9dd GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
2018-03-16 19:24:41 -05:00
Subv 083e494083 GPU: Intercept writes to the VERTEX_END_GL register.
This is the register that gets written after a game calls DrawArrays().

We should collect all GPU state and draw using our graphics API here.
2018-03-04 19:14:04 -05:00
Subv 9cf3a6cc00 GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
Only QueryMode::Write is supported at the moment.
2018-02-12 12:34:41 -05:00
Subv 0088b3128b Make a GPU class in VideoCore to contain the GPU state.
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
2018-02-11 23:44:12 -05:00
Subv 35176a0f73 GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines. 2018-02-11 22:42:48 -05:00