Commit Graph

119 Commits

Author SHA1 Message Date
4047477866 Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A

* Theres no transformation feedback, its transform

* Merge TextureHandlesForCache
2021-02-08 10:42:17 +11:00
053dcfdb05 Use multiple dest operands for shader call instructions (#1975)
* Use multiple dest operands for shader call instructions

* Passing opNode is no longer needed
2021-02-01 11:13:38 +11:00
f93089a64f Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough

* Cache version change
2021-01-29 14:38:51 +11:00
4b7c7dab9e Support multiple destination operands on shader IR and shuffle predicates (#1964)
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change
2021-01-28 10:59:47 +11:00
98d0240ce6 Support shader F32 to Bool reinterpretation (#1969) 2021-01-27 09:19:30 +01:00
a8e9dd2f83 Fix regression on shader atomic SSBO operations (#1967)
* Fix regression on shader atomic SSBO operations

* Update comment
2021-01-27 11:26:23 +11:00
e453ba69f4 Add support for shader atomic min/max (S32) (#1948) 2021-01-26 17:38:33 +11:00
a1f77a5b6a Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
5be6ec6364 Fix shader LOP3 predicate write condition (#1910)
* Fix LOP3 predicate write condition

* Bump shader cache version
2021-01-14 01:07:50 +01:00
36c6e67df2 Implement shader CC mode for ISCADD, X mode for ISETP and fix STL/STS/STG with RZ (#1901)
* Implement shader CC mode for ISCADD, X mode for ISETP and fix STS/STG with RZ

* Fix STG too and bump shader cache version

* Fix wrong name

* Fix Carry being inverted on comparison
2021-01-13 08:52:13 +11:00
8e0a421264 Fix remap when handle is 0 (#1882)
* Nvservices cleanup and attempt to fix remap

* Unmap if remap handle is 0

* Remove mapped pool add from Remap
2021-01-10 10:11:31 +11:00
b9200dd734 Support conditional on BRK and SYNC shader instructions (#1878)
* Support conditional on BRK and SYNC shader instructions

* Add TODO comment and bump cache version
2021-01-08 22:55:55 -03:00
461c24092a Implement Force Early Z Register (#1755) 2020-12-02 00:13:27 +01:00
aa129fdbdf infra: Migrate to .NET 5 (#1694)
* infra: Migrate to .NET 5

This migrate projects and CI to .NET 5

* Remove language version restrictions (now on 9.0 by default)

* infra: pin .NET 5 to avoid later issues

* infra: Cleanup csproj files

* infra: update dependencies

* infra: Add temporary workaround for a bug in Vector128.Create

see https://github.com/dotnet/runtime/issues/44704 for more informations
2020-11-15 19:27:15 +01:00
48f6570557 Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
c3d62bd078 Implement ATOM shader instruction (#1687)
* Implement ATOM shader instruction

* Fix reduction type decoding
2020-11-10 01:06:46 +01:00
934a78005e Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
8d168574eb Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
ce9105a130 Support single precision contants for double precision operations (#1673) 2020-11-06 18:54:13 +01:00
e1da7df207 Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
780c7530d6 Add scaling for Texture2DArray when using TexelFetch. (#1645)
* Add scaling for Texture2DArray when using TexelFetch.

* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)

* Address nit.
2020-10-28 21:27:46 +01:00
0031edae27 Avoid sampler conflicts on bindless samplers with the same name (#1642) 2020-10-28 21:20:43 +01:00
49f970d5bd Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
2020-10-25 17:00:44 -03:00
973a615d40 Fix shader image load/store array index register (#1637)
* Fix shader image load/store array index register

* Y should come before the array index
2020-10-25 14:51:26 -03:00
2f16491712 Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)
* Get rid of Reflection.Emit dependency on CPU and Shader projects

* Remove useless private sets

* Missed those due to the alignment
2020-10-21 09:13:44 -03:00
2dcc6333f8 Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
5264d55b39 Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2020-10-17 10:16:40 +02:00
f02791b20c Fix LOP3 (cbuf) shader instruction encoding (#1616) 2020-10-13 19:33:04 -03:00
d36c4bfba5 Fix output component register on pixel shaders (#1613)
* Fix output component register on pixel shaders

* Clean up usings

* Do not advance if no component is enabled for the target, this keeps the previous behavior
2020-10-13 14:44:55 +11:00
e4777717cd Implement LEA.HI shader instruction (#1609) 2020-10-12 21:46:04 -03:00
b066cfc1a3 Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
0954e76a26 Improve BRX target detection heuristics (#1591) 2020-10-03 15:43:33 +10:00
1560f236da Convert 1D texture targets to 2D (#1584)
* Convert 1D texture targets to 2D

* Fix typo

* Simplify some code

* Should mask that too

* Consistency
2020-09-29 22:28:50 +02:00
90ab28d1c6 Align register index between output targets on pixel shaders (#1559) 2020-09-21 13:45:04 +10:00
1eea35554c Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach

* New approach to detect depth mode

* nit: Sort method on the OpenGL backend

* Adjust spacing on comment

* Unswap near and far parameters based on ScaleZ
2020-09-19 19:46:49 -03:00
3d294a9a6c Fix PSL and MRG flags on XMAD cbuf-reg shader instruction (#1520) 2020-09-01 15:07:20 -03:00
636542d817 Refactor shader translator ShaderConfig and reduce the number of out args (#1438) 2020-07-30 15:53:23 +10:00
991784868f Fix shader regression on Intel iGPUs by reverting layout changes (#1425) 2020-07-29 08:01:11 +10:00
8dbcae1ff8 Implement BGRA texture support (#1418)
* Implement BGRA texture support

* Missing AppendLine

* Remove empty lines

* Address PR feedback
2020-07-26 00:03:40 -03:00
788ca6a411 Initial transform feedback support (#1370)
* Initial transform feedback support

* Some nits and fixes

* Update ReportCounterType and Write method

* Can't change shader or TFB bindings while TFB is active

* Fix geometry shader input names with new naming
2020-07-15 13:01:10 +10:00
484eb645ae Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling

Works with most games I have. No GUI option right now, it is hardcoded.

Missing handling for texelFetch operation.

* Realtime Configuration, refactoring.

* texelFetch scaling on fragment shader (WIP)

* Improve Shader-Side changes.

* Fix potential crash when no color/depth bound

* Workaround random uses of textures in compute.

This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.

* Fix scales oscillating when changing between non-native scales.

* Scaled textures on compute, cleanup, lazier uniform update.

* Cleanup.

* Fix stupidity

* Address Thog Feedback.

* Cover most of GDK's feedback (two comments remain)

* Fix bad rename

* Move IsDepthStencil to FormatExtensions, add docs.

* Fix default config, square texture detection.

* Three final fixes:

- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.

* Remove scale threshold.

Not needed right now - we'll see if we run into problems.

* All CPU modification blacklists scale.

* Fix comment.
2020-07-07 04:41:07 +02:00
e13154c83d Implement shader LEA instruction and improve bindless image load/store (#1355) 2020-07-04 01:48:44 +02:00
a15b951721 Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin

* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported

* Address PR feedback
2020-05-28 09:03:07 +10:00
5795bb1528 Support separate textures and samplers (#1216)
* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
2020-05-27 16:07:10 +02:00
0b6d206daa Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit

* Match extension name
2020-05-27 11:00:21 +02:00
ff7a933ec0 Implement TMML and TMML.B (#1270)
* Implement TMML and TMML.B

This implement TMML and TMML.B instructions

* Fix TmmlB declaration alignment

* Address gdkchan's comments

* Fix inverted encoding definitions
2020-05-23 12:04:35 +02:00
b8eb6abecc Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00
4c54f36c38 Upgrade projects to C#8 (#1193)
Some parts of our code needs C# 8 who isn't set as default in Visual Studio. To fix this we have to set the C# version correctly in the csproj files and then we are be able to build the project using Visual Studio.
2020-05-04 12:14:48 +10:00
1c9aba6de1 Fix mode and Reg08.H1 decoding on XMAD instruction (#1156) 2020-04-25 23:40:29 +10:00
3cb1fa0e85 Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00