ReinUsesLisp
a7131af7d6
vk_rasterizer: Fix vertex range assert
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End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
2020-03-15 04:04:17 -03:00
ReinUsesLisp
8baf98e439
vk_rasterizer: Reimplement clears with vkCmdClearAttachments
2020-03-15 03:40:41 -03:00
bunnei
c5afe93dcc
renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
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- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
bunnei
4373fa8042
gl_device: Add option to check GL_EXT_debug_tool.
2020-03-14 17:39:29 -04:00
bunnei
4dfd5c84ea
Merge pull request #3508 from FernandoS27/page-table
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PageTable: move backing addresses to a children class as the CPU page table does not need them.
2020-03-14 16:50:27 -04:00
Fernando Sahmkow
380fc8d2e1
DirtyFlags: relax need to set render_targets as dirty
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The texture cache already takes care of setting a render target to dirty
when invalidated.
2020-03-14 11:47:33 -04:00
Fernando Sahmkow
c51dbf8038
Merge pull request #3500 from ReinUsesLisp/incompatible-types
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texture_cache: Report incompatible textures as black
2020-03-14 09:49:05 -04:00
Fernando Sahmkow
41905ee467
Merge pull request #3499 from ReinUsesLisp/depth-2d-array
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texture_cache/surface_params: Force depth=1 on 2D textures
2020-03-14 09:48:39 -04:00
Fernando Sahmkow
35145bd529
Merge pull request #3490 from ReinUsesLisp/transform-feedbacks
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video_core: Initial implementation of transform feedbacks
2020-03-14 09:48:15 -04:00
Fernando Sahmkow
27cbb75e7c
PageTable: move backing addresses to a children class as the CPU page table does not need them.
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This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
2020-03-14 09:43:57 -04:00
ReinUsesLisp
42cb8f1124
astc: Fix typos from search and replace
2020-03-14 01:05:20 -03:00
ReinUsesLisp
9b8fb3c756
astc: Minor changes to InputBitStream
2020-03-14 00:45:54 -03:00
ReinUsesLisp
d71d7d917e
astc: Pass val in Replicate by copy
2020-03-14 00:13:58 -03:00
ReinUsesLisp
134f3ff9b4
astc: Call std::vector:reserve on decodedClolorValues to avoid reallocating
2020-03-14 00:09:56 -03:00
Nguyen Dac Nam
3287b1247d
clang-format
2020-03-14 10:07:40 +07:00
Nguyen Dac Nam
240d45830d
nit
2020-03-14 09:57:24 +07:00
ReinUsesLisp
3377b78ea7
astc: Call std::vector::reserve on texelWeightValues to avoid reallocating
2020-03-13 23:52:51 -03:00
ReinUsesLisp
801fd04f75
astc: Create a LUT at compile time for encoding values
2020-03-13 23:40:02 -03:00
ReinUsesLisp
e183820956
astc: Make IntegerEncodedValue a trivial structure
2020-03-13 22:49:28 -03:00
ReinUsesLisp
70a31eda62
astc: Make IntegerEncodedValue constructor constexpr
2020-03-13 22:36:45 -03:00
ReinUsesLisp
5ed377b989
astc: Make IntegerEncodedValue trivially copyable
2020-03-13 22:30:31 -03:00
ReinUsesLisp
e7d97605e8
astc: Rename C types to common_types
2020-03-13 22:28:51 -03:00
ReinUsesLisp
835a3d09c6
astc: Move Popcnt to an anonymous namespace and make it constexpr
2020-03-13 22:26:48 -03:00
ReinUsesLisp
731a9a322e
astc: Use common types instead of stdint.h integer types
2020-03-13 22:22:27 -03:00
ReinUsesLisp
d3dc4e399c
astc: Use 'enum class' instead of 'enum' for EIntegerEncoding
2020-03-13 22:20:12 -03:00
ReinUsesLisp
69c7a01f88
vk/gl_shader_decompiler: Silence assertion on compute
2020-03-13 18:33:05 -03:00
ReinUsesLisp
62560f1e63
vk_shader_decompiler: Fix default varying regression
2020-03-13 18:33:05 -03:00
ReinUsesLisp
afebdda203
maxwell_3d: Add padding words to XFB entries
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
ReinUsesLisp
4bc4851d45
gl_shader_decompiler: Fix implicit conversion errors
2020-03-13 18:33:05 -03:00
Rodrigo Locatti
47459f6a36
vk_shader_decompiler: Fix implicit type conversion
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 18:33:05 -03:00
ReinUsesLisp
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
2020-03-13 18:33:05 -03:00
ReinUsesLisp
b67360c0f8
vk_shader_decompiler: Add XFB decorations to generic varyings
2020-03-13 18:33:05 -03:00
ReinUsesLisp
8d5bdcb17b
vk_device: Enable VK_EXT_transform_feedback when available
2020-03-13 18:33:05 -03:00
ReinUsesLisp
c320702092
vk_device: Shrink formatless capability name size
2020-03-13 18:33:05 -03:00
ReinUsesLisp
ae6189d7c2
shader/transform_feedback: Expose buffer stride
2020-03-13 18:33:05 -03:00
ReinUsesLisp
7acebd7eb6
vk_shader_decompiler: Use registry for specialization
2020-03-13 18:33:05 -03:00
ReinUsesLisp
8e9f23f393
gl_rasterizer: Implement transform feedback bindings
2020-03-13 18:33:04 -03:00
ReinUsesLisp
4d711dface
gl_shader_decompiler: Decorate output attributes with XFB layout
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
ReinUsesLisp
3dcaa84ba4
shader/transform_feedback: Add host API friendly TFB builder
2020-03-13 18:33:04 -03:00
Fernando Sahmkow
666d431ad8
Merge pull request #3473 from ReinUsesLisp/shader-purge
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gl_shader_cache: Rework shader cache and store texture arrays
2020-03-13 16:26:24 -04:00
Rodrigo Locatti
244fe13219
Merge branch 'master' into shader-purge
2020-03-13 16:44:06 -03:00
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
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gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
Nguyen Dac Nam
829f424618
nit & remove some optional param
2020-03-13 20:47:38 +07:00
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu
2020-03-13 19:01:49 +07:00
makigumo
753bc2026f
fix formatting
2020-03-13 11:37:24 +01:00
makigumo
54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-13 11:26:13 +01:00
Nguyen Dac Nam
00607fe1e0
clang-format
2020-03-13 15:38:57 +07:00
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method.
2020-03-13 14:20:18 +07:00
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00