Commit Graph

281 Commits

Author SHA1 Message Date
bunnei
9bf4850f74
Merge pull request #3305 from ReinUsesLisp/point-size-program
gl_state: Implement PROGRAM_POINT_SIZE
2020-01-18 01:56:32 -05:00
Lioncash
9e874898f5 maxwell_3d: Make dirty_pointers private
This isn't used outside of the class itself, so we can make it private
for the time being.
2020-01-16 04:07:15 -05:00
ReinUsesLisp
c375d735e6 gl_state: Implement PROGRAM_POINT_SIZE
For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
2020-01-15 16:14:17 -03:00
Fernando Sahmkow
5619d24377
Merge pull request #3244 from ReinUsesLisp/vk-fps
fixed_pipeline_state: Define structure and loaders
2019-12-25 14:31:29 -04:00
ReinUsesLisp
5770418fb3
maxwell_3d: Add depth bounds registers 2019-12-22 22:55:06 -03:00
ReinUsesLisp
da0aa4da6b
gl_rasterizer: Implement RASTERIZE_ENABLE
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.

NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -03:00
Fernando Sahmkow
7ffb672f61 Maxwell3D: Implement Depth Mode.
This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
ReinUsesLisp
36651f215a
maxwell_3d: Add tessellation tess level registers 2019-12-06 22:08:22 -03:00
ReinUsesLisp
707bf41c6f
maxwell_3d: Add tessellation mode register 2019-12-06 22:07:31 -03:00
ReinUsesLisp
d2b50c5ebd
maxwell_3d: Add patch vertices register 2019-12-06 22:06:53 -03:00
bunnei
b03242067d
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
180417c514
gl_shader_cache: Remove dynamic BaseBinding specialization 2019-11-22 21:28:49 -03:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
7990220df7
maxwell_3d: Fix stencil_back_func_mask offset
stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
2019-11-13 16:35:17 -03:00
bunnei
1bdae0fe29 common_func: Use std::array for INSERT_PADDING_* macros.
- Zero initialization here is useful for determinism.
2019-11-03 22:22:41 -05:00
ReinUsesLisp
fa31e5b868
maxwell_3d/kepler_compute: Remove unused arguments in GetTexture 2019-10-28 00:23:42 -03:00
ReinUsesLisp
961fe4d19b
maxwell_3d: Remove unused method GetStageTextures 2019-10-28 00:14:29 -03:00
ReinUsesLisp
3e469cecc1
maxwell_3d: Silence implicit conversion warnings
While we are at it, unify types for dirty reg pointers.
2019-10-27 15:22:17 -03:00
Fernando Sahmkow
33fcec3502 Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it 2019-10-25 09:01:30 -04:00
Fernando Sahmkow
1a58f45d76 VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. 2019-10-25 09:01:29 -04:00
ReinUsesLisp
fe7f20e659 maxwell_3d: Add dirty flags for depth bounds values
This is useful in Vulkan where we want to update depth bounds without
caring if it's enabled or disabled through vkCmdSetDepthBounds.
2019-10-05 04:07:47 +00:00
Fernando Sahmkow
68f5aff64f Maxwell3D: Corrections and refactors to MME instance refactor 2019-09-22 07:23:13 -04:00
Fernando Sahmkow
7606da5611 VideoCore: Corrections to the MME Inliner and removal of hacky instance management. 2019-09-19 11:41:29 -04:00
Fernando Sahmkow
ba02d564f8 Video Core: initial Implementation of InstanceDraw Packaging 2019-09-19 11:41:27 -04:00
Fernando Sahmkow
b8b1747704
Merge pull request #2824 from ReinUsesLisp/mme
Revert "Revert #2466" and stub FirmwareCall 4
2019-09-15 06:17:04 -04:00
bunnei
c7ec7bc1f5
Merge pull request #2810 from ReinUsesLisp/mme-opt
maxwell_3d: Avoid moving macro_params
2019-09-10 11:55:45 -04:00
ReinUsesLisp
6170337001 gl_rasterizer: Implement image bindings 2019-09-05 20:35:51 -03:00
ReinUsesLisp
5f309b88db Revert "Revert #2466" and stub FirmwareCall 4 2019-09-04 01:55:45 -03:00
ReinUsesLisp
701dedcfad maxwell_3d: Avoid moving macro_params 2019-09-04 01:55:01 -03:00
ReinUsesLisp
52a41f482f maxwell_3d: Fix macro binding cursor 2019-09-01 05:01:11 -03:00
bunnei
9be9600bdc
Merge pull request #2704 from FernandoS27/conditional
maxwell3d: Implement Conditional Rendering
2019-07-24 17:07:57 -04:00
Fernando Sahmkow
7a35178ee2 Maxwell3D: Reorganize and address feedback 2019-07-20 10:18:35 -04:00
Fernando Sahmkow
4be61013a1 GL_State: Feedback and fixes 2019-07-17 17:29:56 -04:00
Fernando Sahmkow
5ad889f6fd Maxwell3D: Address Feedback 2019-07-17 17:29:55 -04:00
Fernando Sahmkow
a081dea8ab Maxwell3D: Implement State Dirty Flags. 2019-07-17 17:29:51 -04:00
Fernando Sahmkow
0d3db58657 Maxwell3D: Rework CBData Upload 2019-07-17 17:29:50 -04:00
Fernando Sahmkow
f2e7b29c14 Maxwell3D: Rework the dirty system to be more consistant and scaleable 2019-07-17 17:29:49 -04:00
Fernando Sahmkow
e42bcf2314 maxwell3d: Implement Conditional Rendering
Conditional Rendering takes care of conditionaly clearing or drawing
depending on a set of queries. This PR implements the query checks to
stablish if things can be rendered or not.
2019-07-17 17:13:19 -04:00
ReinUsesLisp
7ecf64257a gl_rasterizer: Minor style changes 2019-07-06 00:37:55 -03:00
ReinUsesLisp
2f2a61887a video_core/engines: Move ConstBufferInfo out of Maxwell3D 2019-06-07 19:47:15 -03:00
bunnei
d49efbfb4a
Merge pull request #2441 from ReinUsesLisp/al2p
shader: Implement AL2P and ALD.PHYS
2019-05-19 14:02:58 -04:00
Lioncash
c212fc9b2c video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs
std::memset is used to clear the entire register structure, which
requires that the Regs struct be trivially copyable (otherwise undefined
behavior is invoked). This prevents the case where a non-trivial type is
potentially added to the struct.
2019-05-14 08:47:56 -04:00
bunnei
c27b81cb85
Merge pull request #2429 from FernandoS27/compute
Corrections and Implementation on GPU Engines
2019-05-09 13:19:22 -04:00
ReinUsesLisp
bd81a03d9d gl_shader_decompiler: Declare all possible varyings on physical attribute usage 2019-05-02 21:46:25 -03:00
Fernando Sahmkow
e64c41efe8 Refactors and name corrections. 2019-05-01 15:31:39 -04:00
bunnei
c52233ec8b
Merge pull request #2322 from ReinUsesLisp/wswitch
video_core: Silent -Wswitch warnings
2019-04-28 22:24:58 -04:00
Fernando Sahmkow
e140e2ebc6 Add Documentation Headers to all the GPU Engines 2019-04-23 08:44:52 -04:00
Fernando Sahmkow
701ce1c9d0 Implement Maxwell3D Data Upload 2019-04-22 19:27:36 -04:00
ReinUsesLisp
fbe8d1ceaa video_core: Silent -Wswitch warnings 2019-04-18 15:54:39 -03:00
Fernando Sahmkow
492040bd9c Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. 2019-04-08 11:36:11 -04:00
Fernando Sahmkow
7af82ca022 Implement Bindless Handling on SetupTexture 2019-04-08 11:23:46 -04:00
bunnei
864280fabc
Merge pull request #2317 from FernandoS27/sync
Implement SyncPoint Register in the GPU.
2019-04-05 23:50:54 -04:00
Fernando Sahmkow
fc91e21206 Implement SyncPoint Register in the GPU. 2019-04-05 19:19:30 -04:00
Lioncash
22f02076c6 video_core/engines: Make memory manager members private
These aren't used externally by anything, so they can be made private
data members.
2019-04-05 18:26:43 -04:00
Lioncash
26223f8124 video_core/engines: Remove unnecessary inclusions where applicable
Replaces header inclusions with forward declarations where applicable
and also removes unused headers within the cpp file. This reduces a few
more dependencies on core/memory.h
2019-04-05 18:26:32 -04:00
bunnei
f15e2dd881
Merge pull request #2163 from ReinUsesLisp/bitset-dirty
maxwell_3d: Use std::bitset to manage dirty flags
2019-02-27 20:50:08 -05:00
Lioncash
b9238edd0d common/math_util: Move contents into the Common namespace
These types are within the common library, so they should be within the
Common namespace.
2019-02-27 03:38:39 -05:00
ReinUsesLisp
5219edd715 maxwell_3d: Use std::bitset to manage dirty flags 2019-02-26 03:01:48 -03:00
Lioncash
a8fa5019b5 video_core: Remove usages of System::GetInstance() within the engines
Avoids the use of the global accessor in favor of explicitly making the
system a dependency within the interface.
2019-02-15 22:06:23 -05:00
ReinUsesLisp
b683e41fca gl_rasterizer_cache: Use dirty flags for the depth buffer 2019-01-07 16:22:28 -03:00
ReinUsesLisp
179ee963db gl_rasterizer_cache: Use dirty flags for color buffers 2019-01-07 16:20:39 -03:00
ReinUsesLisp
0ab17ab406 gl_shader_cache: Use dirty flags for shaders 2019-01-07 16:13:12 -03:00
David Marcec
fdd649e2ef Fixed uninitialized memory due to missing returns in canary
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-19 12:52:32 +11:00
ReinUsesLisp
2908d30274 gl_rasterizer: Enable clip distances when set in register and in shader 2018-11-29 16:58:20 -03:00
bunnei
5a9a84994a
Merge pull request #1808 from Tinob/master
Fix clip distance and viewport
2018-11-28 17:47:28 -05:00
bunnei
3fe8ab0d99
Merge pull request #1786 from Tinob/DepthClamp
Add Depth Clamp Support
2018-11-28 17:46:55 -05:00
bunnei
abea6fa90c gpu: Rewrite GPU command list processing with DmaPusher class.
- More accurate impl., fixes Undertale (among other games).
2018-11-26 23:14:01 -05:00
Rodolfo Bogado
dfdbfa69e5 Implement depth clamp 2018-11-26 20:56:32 -03:00
Rodolfo Bogado
8e971f5062 Add support for Clip Distance enabled register 2018-11-26 20:45:21 -03:00
bunnei
1856d0ee8a
Merge pull request #1794 from Tinob/master
Add support for viewport_transfom_enable register
2018-11-26 18:34:09 -05:00
bunnei
67a154e23d
Merge pull request #1723 from degasus/dirty_flags
gl_rasterizer: Skip VB upload if the state is clean.
2018-11-26 18:33:22 -05:00
Marcos
cb8d51e37e GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)
* GPU States: Implement Polygon Offset. This is used in SMO all the time.

* Clang Format fixes.

* Initialize polygon_offset in the constructor.
2018-11-26 18:31:44 -05:00
ReinUsesLisp
924e834b8f gl_shader_decompiler: Implement S2R's Y_DIRECTION 2018-11-25 04:37:29 -03:00
Rodolfo Bogado
13f6a603c2 Add support for viewport_transfom_enable register 2018-11-24 13:17:48 -03:00
Rodolfo Bogado
54c2a4cafc Add support for clear_flags register 2018-11-24 00:16:33 -03:00
bunnei
0e6a608245 maxwell_3d: Implement alternate blend equations.
- Used by Undertale.
2018-11-22 00:51:01 -05:00
Rodolfo Bogado
5297495c87 small fix for alphaToOne bit location 2018-11-17 19:59:34 -03:00
Rodolfo Bogado
e69eb3c760 fix for gcc compilation 2018-11-17 19:59:34 -03:00
Rodolfo Bogado
53b4a1af0f add AlphaToCoverage and AlphaToOne 2018-11-17 19:59:34 -03:00
Rodolfo Bogado
8ed7e1af2c add support for fragment_color_clamp 2018-11-17 19:59:33 -03:00
Rodolfo Bogado
1881e86c43 fix viewport and scissor behavior 2018-11-17 19:59:32 -03:00
Markus Wick
97f5c4ffd3 gl_rasterizer: Skip VB upload if the state is clean. 2018-11-17 14:28:54 +01:00
Rodolfo Bogado
4a6eff3b7b Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors. 2018-11-11 16:31:00 -03:00
bunnei
8ea6261547
Merge pull request #1654 from degasus/dirty_flags
gl_rasterizer: Skip VAO binding if the state is clean.
2018-11-11 08:17:57 -08:00
Markus Wick
359db6a673 gl_rasterizer: Skip VAO binding if the state is clean. 2018-11-06 22:31:33 +01:00
Rodolfo Bogado
19038db489 Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets. 2018-11-05 00:24:19 -03:00
Rodolfo Bogado
145ae36963 Implement multi-target viewports and blending 2018-11-04 20:49:48 -03:00
bunnei
de0ab806df maxwell_3d: Restructure macro upload to use a single macro code memory.
- Fixes an issue where macros could be skipped.
- Fixes rendering of distant objects in Super Mario Odyssey.
2018-10-31 23:29:21 -04:00
Rodolfo Bogado
0287b2be6d Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support 2018-10-28 01:13:55 -03:00
bunnei
58444a0376 gl_rasterizer: Implement primitive restart. 2018-10-26 00:42:57 -04:00
bunnei
949d9a7136 maxwell_3d: Add code for initializing register defaults. 2018-10-25 23:42:39 -04:00
FernandoS27
aa620c14af Implemented Alpha Testing 2018-10-22 15:07:30 -04:00
FernandoS27
fd9e2d0073 Implement 3D Textures 2018-10-17 18:52:08 -04:00
bunnei
6d82c4adf9
Merge pull request #1458 from FernandoS27/fix-render-target-block-settings
Fixed block height settings for RenderTargets and Depth Buffers
2018-10-10 21:24:07 -04:00
FernandoS27
5f4ee6f0c8 Add memory Layout to Render Targets and Depth Buffers 2018-10-09 22:28:19 -04:00
FernandoS27
af653906d0 Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depth 2018-10-09 21:14:32 -04:00
FernandoS27
30ff42b8cc Assert Scissor tests 2018-10-08 20:49:36 -04:00
ReinUsesLisp
3e2380327a gl_rasterizer: Implement quads topology 2018-10-04 00:03:44 -03:00
bunnei
fe5962e073
Merge pull request #1411 from ReinUsesLisp/point-size
video_core: Implement point_size and add point state sync
2018-09-29 11:58:39 -04:00
ReinUsesLisp
e3e51d3ddb video_core: Implement point_size and add point state sync 2018-09-28 02:13:29 -03:00
ReinUsesLisp
b8f1506aa5 gl_state: Pack sampler bindings into a single ARB_multi_bind 2018-09-28 02:04:22 -03:00
ReinUsesLisp
ab65fde9f4 video_core: Add asserts for CS, TFB and alpha testing
Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
2018-09-25 21:07:00 -03:00
fearlessTobi
63c2e32e20 Port #4182 from Citra: "Prefix all size_t with std::" 2018-09-15 15:21:06 +02:00
bunnei
49b15af054 gl_rasterizer: Implement multiple color attachments. 2018-09-09 22:48:28 -04:00
Markus Wick
d3ad9469a1 gl_rasterizer: Implement a VAO cache.
This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
bunnei
2a472ff54d maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
Subv
6bcdf37d4f GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
Subv
e0f66c1fbf GLRasterizer: Implemented instanced vertex arrays.
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18 14:42:26 -05:00
Subv
c5284efd4f Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.

Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00
bunnei
f2c7b5dcd6
Merge pull request #1024 from Subv/blend_gl
GPU/Maxwell3D: Implemented an alternative set of blend factors.
2018-08-11 22:39:02 -04:00
Subv
969326bd58 GPU/Maxwell3D: Implemented an alternative set of blend factors.
These are used by nouveau and some games like SMO.
2018-08-11 20:57:16 -05:00
Subv
2dad1204e8 RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
2018-08-11 20:36:40 -05:00
bunnei
57982df105 maxwell_3d: Use correct const buffer size and check bounds.
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08 02:10:25 -04:00
Lioncash
6030c5ce41 video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.

For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
2018-08-04 02:36:57 -04:00
bunnei
5287991a36 maxwell_3d: Add depth buffer enable, width, and height registers. 2018-07-21 21:51:05 -04:00
Lioncash
bb960c8cb4 video_core: Use nested namespaces where applicable
Compresses a few namespace specifiers to be more compact.
2018-07-20 18:23:54 -04:00
Subv
3d3b10adc7 GPU: Added register definitions for the stencil parameters. 2018-07-17 15:00:21 -05:00
bunnei
8aeff9cf8e gl_rasterizer: Fix check for if a shader stage is enabled. 2018-07-12 22:57:57 -04:00
Subv
9f6a5660e8 GPU: Allow using the old NV04 values for the depth test function.
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp

This restores graphical output to Disgaea 5
2018-07-05 13:01:31 -05:00
Subv
c1bebdef5e GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles.

This fixes 1-2 Switch's splash screen.
2018-07-04 10:26:46 -05:00
bunnei
c996787d84
Merge pull request #609 from Subv/clear_buffers
GPU: Implemented the CLEAR_BUFFERS register.
2018-07-03 19:34:34 -04:00
Subv
827bb08c91 GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods. 2018-07-03 16:56:31 -05:00
Subv
6e0eba9917 GPU: Use only the least significant 3 bits when reading the depth test func.
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
2018-07-02 21:06:36 -05:00
bunnei
92c7135065
Merge pull request #608 from Subv/depth
GPU: Implemented the depth buffer and depth test + culling
2018-07-02 21:24:43 -04:00
Subv
c1f55c32c8 GPU: Added registers for depth test and cull mode. 2018-07-02 13:31:20 -05:00
Subv
0f929762b3 GPU: Implemented the Z24S8 depth format and load the depth framebuffer. 2018-07-02 12:42:04 -05:00
Subv
cc73bad293 GPU: Added register definitions for the vertex buffer base element. 2018-07-02 11:21:23 -05:00
bunnei
6a28a66832 maxwell_3d: Add a struct for RenderTargetConfig. 2018-06-27 00:08:04 -04:00
Subv
c712dafaee GPU: Added registers for normal and independent blending. 2018-06-08 17:04:41 -05:00
Subv
dbfc39d214 GPU: Implement sampling multiple textures in the generated glsl shaders.
All tested games that use a single texture show no regression.

Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
2018-06-06 12:58:16 -05:00
Subv
5d55403f94 GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
2018-06-04 16:36:54 -05:00
Subv
c16cfbbc6c GPU: Reduce the number of registers of Maxwell3D to 0xE00.
The rest are just macro shim registers.
2018-04-25 11:55:28 -05:00
Subv
a994446b6e GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.
It doesn't belong in the PFIFO handler.
2018-04-25 11:55:27 -05:00
bunnei
e8c2bb24b2
Merge pull request #386 from Subv/gpu_query
GPU: Added asserts to our code for handling the QUERY_GET GPU command.
2018-04-24 16:13:51 -04:00
Subv
f208953585 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
9531a29283 GPU: Support multiple enabled vertex arrays.
The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension.

yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
2018-04-23 11:34:50 -05:00
bunnei
ce4f159b1c
gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)
* gl_shader_gen: Support vertical/horizontal viewport flipping.

* fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
2018-04-18 16:42:40 -04:00
bunnei
174cba5c58 renderer_opengl: Implement BlendEquation and BlendFunc. 2018-04-17 18:11:48 -04:00
bunnei
1a1af3fda3 gl_rasterizer: Implement indexed vertex mode. 2018-04-16 21:10:15 -04:00
Subv
ae58e46036 GPU: Added a function to determine whether a shader stage is enabled or not. 2018-04-14 22:54:23 -05:00
bunnei
35aca0bf1f maxwell_3d: Make memory_manager public. 2018-04-13 23:48:27 -04:00
bunnei
33bb53571b maxwell_3d: Fix shader_config decodings. 2018-04-13 23:48:26 -04:00
Subv
11b4ab9685 GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. 2018-04-01 12:07:26 -05:00
Subv
1ec8d2123d 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
d30110348b gl_rasterizer: Add a SyncViewport method. 2018-03-26 21:17:04 -04:00
bunnei
a6cab532f8 gl_rasterizer: Normalize vertex array data as appropriate. 2018-03-26 21:17:02 -04:00
bunnei
3754e0fdfd maxwell_3d: Use names that match envytools for VertexType. 2018-03-26 21:16:55 -04:00
bunnei
15925b8293 maxwell_3d: Add VertexAttribute struct and cleanup. 2018-03-26 21:16:54 -04:00
bunnei
ed2134784e gl_rasterizer: Implement AnalyzeVertexArray. 2018-03-26 21:16:52 -04:00
bunnei
94c70693f9 maxwell: Add RenderTargetFormat enum. 2018-03-26 21:16:49 -04:00