bunnei
9e11a76e92
memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.
2018-04-24 17:40:43 -04:00
Subv
f208953585
GPU: Added asserts to our code for handling the QUERY_GET GPU command.
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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
48d4efbd69
GPU: Pitch textures are now supported, don't assert when encountering them.
2018-04-18 12:52:53 -05:00
bunnei
c93ea96366
Merge pull request #346 from bunnei/misc-gpu-improvements
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Misc gpu improvements
2018-04-17 22:17:07 -04:00
bunnei
4a8eb6745e
maxwell3d: Allow Texture2DNoMipmap as Texture2D.
2018-04-17 21:39:15 -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
Subv
dcc27d6dc1
GPU: Assert when finding a texture with a format type other than UNORM.
2018-04-06 20:44:46 -06:00
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.
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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
33c0bf9dc5
Maxwell3D: Call AccelerateDrawBatch on DrawArrays.
2018-03-26 21:16:52 -04:00
Subv
4697025b73
GPU: Load the sampler info (TSC) when retrieving active textures.
2018-03-26 15:46:49 -05:00
Subv
0ce52b1da2
GPU: Make the debug_context variable a member of the frontend instead of a global.
2018-03-24 23:35:06 -05:00
Subv
2c785bd06c
GPU: Added a function to retrieve the active textures for a shader stage.
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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
1c31e2b3d2
GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
2018-03-24 11:31:50 -05:00
Subv
1ad97c75a0
GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.
2018-03-24 11:31:50 -05:00
Subv
1b8d798835
GPU: Added a method to unswizzle a texture without decoding it.
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Allow unswizzling of DXT1 textures.
2018-03-24 11:30:56 -05:00
Subv
71ebc3e90d
GPU: Preliminary work for texture decoding.
2018-03-24 11:30:56 -05:00
N00byKing
1d8b6ad13b
Clang Fixes
2018-03-19 17:53:35 +01:00
N00byKing
ef875d6a35
Clean Warnings (?)
2018-03-19 17:07:08 +01:00
Subv
03156d0c9a
GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
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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
7b6868e908
GPU: Implement the BindStorageBuffer macro method in HLE.
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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
85d820b1b4
GPU: Handle writes to the CB_DATA method.
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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
aa586fa268
GPU: Store uploaded GPU macros and keep track of the number of method parameters.
2018-03-18 11:51:46 -05:00
Subv
7ac8657432
GPU: Macros are specific to the Maxwell3D engine, so handle them internally.
2018-03-18 11:51:45 -05:00
Subv
ccb8da1512
GPU: Renamed ShaderType to ShaderStage as that is less confusing.
2018-03-17 18:32:57 -05:00
Subv
88698c156f
GPU: Store shader constbuffer bindings in the GPU state.
2018-03-17 18:32:57 -05:00
Subv
1d9d9c16e8
GPU: Make the SetShader macro call do the same as the real macro's code.
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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
579000e747
GPU: Corrected the parameter documentation for the SetShader macro call.
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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
f93d769a1c
GPU: Handle the SetShader method call (0xE24) and store the shader config.
2018-03-16 22:51:06 -05:00
bunnei
cd4e8a989c
Merge pull request #241 from Subv/gpu_method_call
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GPU: Process command mode 5 (IncreaseOnce) differently from other commands
2018-03-16 22:28:22 -04:00
Subv
29feece4b8
GPU: Process command mode 5 (IncreaseOnce) differently from other commands.
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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
bf310a41b8
GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
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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
5fb4c718cc
GPU: Intercept writes to the VERTEX_END_GL register.
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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
ac61a7d1e6
GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
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Only QueryMode::Write is supported at the moment.
2018-02-12 12:34:41 -05:00
Subv
6cddf9d88e
Make a GPU class in VideoCore to contain the GPU state.
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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
e01a8f2187
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