Subv
555a0638ec
Frontend: Check for more required OpenGL extensions during startup.
2018-07-22 12:05:38 -05:00
Sebastian Valle
6bccca8869
Merge pull request #772 from MerryMage/dynarmic
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externals: Update dynarmic to fc6b73bd
2018-07-22 11:45:47 -05:00
Subv
c4bfd25a6a
GPU: Implement the NVGPU_IOCTL_CHANNEL_KICKOFF_PB ioctl2 command.
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This behaves quite similarly to the SubmitGPFIFO command. Referenced from Ryujinx.
Many thanks to @gdkchan for investigating this!
2018-07-21 15:50:02 -05:00
Subv
c1cc141fb0
Loader: Only print the module names and addresses if they actually exist.
2018-07-20 19:59:15 -05:00
Subv
196a689d20
CPU: Save and restore the TPIDR_EL0 system register on every context switch.
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Note that there's currently a dynarmic bug preventing this register from being written.
2018-07-20 19:57:45 -05:00
Subv
34d18dac20
HLE/ACC: Stub IManagerForApplication::GetAccountId to return an error.
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And make IManagerForApplication::CheckAvailability always return false.
Returning a bogus id from GetAccountId causes games to crash on boot.
We should investigate this with a hwtest and either stub it properly or implement it.
2018-07-20 11:02:25 -05:00
Subv
5bad464f7b
HLE/ACC: Return an IProfile that is consistent with what was requested.
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The default username for now is "yuzu".
We should eventually allow the creation of users in the emulator and have the ability to modify their parameters.
2018-07-19 16:53:42 -05:00
Subv
791d6b8b3a
HLE/ACC: Change the default user id to be consistent with what we tell games on startup.
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In IApplicationFunctions::PopLaunchParameter we tell the games that they were launched as user id 1.
2018-07-19 16:51:55 -05:00
Subv
3c8e295c50
HLE/ACC: Write a single whole user id in ListAllUsers and ListOpenUsers.
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We only emulate a single user id for now.
2018-07-19 16:19:46 -05:00
Sebastian Valle
ee244af2f4
Merge pull request #720 from Subv/getentrytype_root
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Filesystem: Return EntryType::Directory for the root directory.
2018-07-19 15:23:32 -05:00
Sebastian Valle
9017666b6f
Merge pull request #714 from lioncash/index
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hle_ipc: Amend usage of buffer_index within one of HLERequestContext's WriteBuffer() overloads
2018-07-19 14:36:34 -05:00
Subv
c1b5369f60
Filesystem: Return EntryType::Directory for the root directory.
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It is unknown if this is correct behavior, but it makes sense and fixes a regression with Stardew Valley.
2018-07-19 13:11:09 -05:00
Subv
8335e656bb
GPU: Added register definitions for the stencil parameters.
2018-07-17 15:00:21 -05:00
Subv
a4f321da14
Services/BSD: Corrected the return for StartMonitoring according to SwIPC.
2018-07-14 12:34:07 -05:00
Subv
d4a639a08e
FileSys: Append the requested path to the filesystem base path in DeleteFile.
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We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
2018-07-14 10:57:22 -05:00
Subv
021731e42a
GPU: Always enable the depth write when clearing the depth buffer.
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The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
2018-07-14 00:52:23 -05:00
Sebastian Valle
d1bd94351c
Merge pull request #652 from Subv/fadd32i
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GPU: Implement the FADD32I shader instruction.
2018-07-12 17:36:51 -05:00
Subv
555dd2f793
GPU: Implement the FADD32I shader instruction.
2018-07-12 12:00:31 -05:00
Subv
d87962405b
GPU: Corrected the decoding of FFMA for immediate operands.
2018-07-12 10:15:48 -05:00
Subv
3c86a705ba
GPU: Implemented the BC7U texture format.
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Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
2018-07-07 09:17:48 -05:00
Subv
c44c0078cc
GPU: Allow using the old NV04 values for the depth test function.
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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
cc56ecc097
GPU: Implemented the IMNMX shader instruction.
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It's similar to the FMNMX instruction but it works on integers.
2018-07-04 15:44:37 -05:00
Subv
c4268c13c6
GPU: Implemented the F2F 'round' rounding mode.
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It's implemented via the GLSL 'roundEven()' function.
2018-07-04 15:43:21 -05:00
Subv
56a5e7ba50
GPU: Stub the shader SYNC and DEPBAR instructions.
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It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-04 15:29:51 -05:00
Subv
25e08cf116
GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.
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Both signed and unsigned variants.
2018-07-04 15:22:34 -05:00
Subv
36822431cc
GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.
2018-07-04 15:20:12 -05:00
Subv
673600656c
GPU: Corrected the decoding for the TEX shader instruction.
2018-07-04 15:19:20 -05:00
Subv
9ba997d4f0
GPU: Implemented the PSETP shader instruction.
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It's similar to the isetp and fsetp instructions but it works on predicates instead.
2018-07-04 15:15:03 -05:00
Subv
910af4676c
GPU: Implemented the 32 bit float depth buffer format.
2018-07-04 10:42:33 -05:00
Subv
70f55cf738
GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
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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
Subv
53e622f91d
GPU: Only configure the used framebuffers during clear.
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Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
2018-07-03 22:32:59 -05:00
Subv
bb62c6dde3
GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.
2018-07-03 16:56:47 -05:00
Subv
20afd1187d
GPU: Support clears that don't clear the color buffer.
2018-07-03 16:56:47 -05:00
Subv
fd4699c84f
GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.
2018-07-03 16:56:44 -05:00
Subv
be5f1dde73
GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.
2018-07-03 16:56:31 -05:00
Subv
40fd6504e2
GPU: Use only the least significant 3 bits when reading the depth test func.
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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
Subv
f6e05eac41
GPU: Don't try to parse the depth test function if the depth test is disabled.
2018-07-02 21:02:46 -05:00
Subv
629b9090ff
GPU: Set up the culling configuration on each draw.
2018-07-02 19:51:29 -05:00
Subv
6880dd7352
GPU: Implemented MUFU suboperation 8, sqrt.
2018-07-02 19:48:15 -05:00
Sebastian Valle
5809a9bc82
Merge pull request #606 from Subv/base_vertex
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GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
2018-07-02 14:07:38 -05:00
Sebastian Valle
9d3f6e86cf
Merge pull request #603 from Subv/nvmap_free
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GPU: Remove unmapped surfaces from the rasterizer cache and fix our nvmap::Free behavior.
2018-07-02 14:07:17 -05:00
Sebastian Valle
8bb96959c0
Merge pull request #605 from Subv/dma_copy
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GPU: Directly copy the pixels when performing a same-layout DMA.
2018-07-02 14:06:56 -05:00
Subv
65439518d8
GPU: Set up the depth test state on every draw.
2018-07-02 13:33:06 -05:00
Subv
fb733c02bd
MaxwellToGL: Added conversion functions for depth test and cull mode.
2018-07-02 13:31:49 -05:00
Subv
dfe650f7bd
GPU: Added registers for depth test and cull mode.
2018-07-02 13:31:20 -05:00
Subv
62068f723a
GPU: Implemented the Z24S8 depth format and load the depth framebuffer.
2018-07-02 12:42:04 -05:00
Subv
95a7f92998
GPU: Implement offsetted rendering when using non-indexed drawing.
2018-07-02 11:23:36 -05:00
Subv
1f6139aa58
GPU: Fixed the index offset rendering, and implemented the base vertex functionality.
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This fixes Stardew Valley.
2018-07-02 11:22:17 -05:00
Subv
270358e666
GPU: Added register definitions for the vertex buffer base element.
2018-07-02 11:21:23 -05:00
Subv
70196aa935
GPU: Directly copy the pixels when performing a same-layout DMA.
2018-07-02 09:46:33 -05:00
Subv
9819aa1298
GPU: Ignore disabled textures and textures with an invalid address.
2018-07-02 09:43:38 -05:00
Subv
40d52181c3
GPU: Allow GpuToCpuAddress to return boost::none for unmapped addresses.
2018-07-02 09:42:48 -05:00
Subv
4c6cb7161a
GPU: Remove a surface from the cache when its backing memory is being unmapped from the GPU's MMU.
2018-07-01 10:50:06 -05:00
Subv
a90bbff826
nvmap: Return the address of the nvmap object when Freeing it for the last time.
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This behavior is confirmed by reverse engineering.
2018-07-01 10:48:50 -05:00
Subv
b9e6f48dbb
GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
2018-06-30 14:48:25 -05:00
Subv
8bfac40a92
GPU: Implemented the RGBA32_UINT rendertarget format.
2018-06-30 14:23:13 -05:00
Subv
d72f74483c
GLCache: Specify the component type along the texture type in the format tuple.
2018-06-30 14:08:51 -05:00
Subv
cb4ff57322
Build: Fixed some MSVC warnings in various parts of the code.
2018-06-20 11:39:10 -05:00
Subv
29bddf03f7
GPU: Perform negation after absolute value in the float shader instructions.
2018-06-18 19:56:29 -05:00
Subv
cd61616ddb
GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.
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Like the MOV32I and FMUL32I instructions.
This fixes a potential crash when using these instructions.
2018-06-18 19:50:35 -05:00
Subv
62a67fbd0a
Services/FS: Return the correct error code when trying to mount a nonexistent savedata.
2018-06-18 19:26:01 -05:00
Subv
de53649e61
Qt: Removed the Registers widget.
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It was crashing and nobody actually uses this.
2018-06-12 20:33:32 -05:00
Subv
1a0c6910ce
GPU: Implemented the iadd32i shader instruction.
2018-06-12 11:46:45 -05:00
Subv
df214db493
GPU: Partially implemented the Maxwell DMA engine.
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Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
2018-06-12 11:27:36 -05:00
Subv
cf9e8fbc13
GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.
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This corrects the invalid position values in some games when doing attribute-less rendering.
2018-06-10 13:50:19 -05:00
Subv
aa4d2cac1b
Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
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This should help a bit with GPU performance once we're GPU-bound.
2018-06-09 18:02:05 -05:00
Subv
297a99944e
GPU: Implement the iset family of shader instructions.
2018-06-09 16:19:13 -05:00
Subv
f387d11882
GPU: Added decodings for the ISET family of instructions.
2018-06-09 15:56:50 -05:00
Subv
6d7be6fc08
GPU: Stub the SSY shader instruction.
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This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
2018-06-08 22:46:10 -05:00
Subv
158cd05fd3
GPU: Synchronize the blend state on every draw call.
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Only independent blending on render target 0 is implemented for now.
This fixes the elongated squids in Splatoon 2's boot screen.
2018-06-08 17:05:52 -05:00
Subv
3e48928bf2
GPU: Added registers for normal and independent blending.
2018-06-08 17:04:41 -05:00
Subv
5f3afad871
GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
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This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
2018-06-08 12:27:19 -05:00
Subv
b834631438
Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.
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This fixes the flip_viewport uniform having invalid values when drawing.
2018-06-08 12:22:39 -05:00
Subv
f84d419248
GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
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This should fix the bug with the vs_config UBO being uninitialized during shader execution.
2018-06-07 08:33:23 -05:00
Subv
f5ef6f5e8e
GLCache: Use the full uncompressed size when blitting from one texture to another.
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This avoids the problem of only copying a tiny piece of the textures when they are compressed.
2018-06-06 23:26:36 -05:00
Subv
6c016a6844
GLCache: Simplify the logic to copy from one texture to another in BlitTextures.
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We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it.
Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
2018-06-06 23:25:24 -05:00
Subv
d97b2711ac
GPU: Support changing the texture swizzles for Maxwell textures.
2018-06-06 18:36:15 -05:00
Subv
23f87f342b
GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.
2018-06-06 18:36:13 -05:00
Subv
411f04b5a4
GPU: Implement sampling multiple textures in the generated glsl shaders.
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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
Sebastian Valle
9a03ab70a9
Merge pull request #529 from bunnei/am-nifm-stubs
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Stub SetConnectionConfirmationOption, GetPseudoDeviceId
2018-06-06 08:29:12 -05:00
Sebastian Valle
6dccfac7ff
Merge pull request #531 from bunnei/fix-shl
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gl_shader_decompiler: Fix un/signed mismatch with SHL.
2018-06-06 08:28:42 -05:00
Sebastian Valle
820cd30074
Merge pull request #530 from bunnei/wrap-mirror
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maxwell_to_gl: Implement WrapMode Mirror.
2018-06-06 08:28:27 -05:00
Subv
d91fc15ea4
GPU: Allow the usage of RGBA16_FLOAT in the texture copy engine.
2018-06-05 22:01:20 -05:00
Subv
1ab5441d54
GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
2018-06-05 21:57:16 -05:00
Subv
484b63fe34
GPU: Fixed the compression factor for RGBA16F textures.
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They're not compressed.
2018-06-05 21:55:17 -05:00
Subv
f13edfd80b
GPU: Allow the usage of RGBA32_FLOAT in the texture copy engine.
2018-06-05 21:07:40 -05:00
Subv
18d020ae81
GPU: Corrected the branch targets for the shader bra instruction.
2018-06-04 22:56:28 -05:00
Subv
1476b79308
GPU: Implemented the F2I_R shader instruction.
2018-06-04 22:06:50 -05:00
Subv
368be6ae32
GPU: Implement the ISCADD shader instructions.
2018-06-04 20:17:41 -05:00
Subv
4e153d2bd6
GPU: Added decodings for the ISCADD instructions.
2018-06-04 20:17:39 -05:00
Subv
aa486a9eb2
GPU: Implement predicated exit instructions in the shader programs.
2018-06-04 19:18:11 -05:00
Subv
9e1ef025cb
GPU: Take into account predicated exits when performing shader control flow analysis.
2018-06-04 19:14:23 -05:00
Subv
3e3e3274c7
GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.
2018-06-04 16:41:28 -05:00
Subv
45a000239d
GPU: Corrected the I2F_R implementation.
2018-06-04 16:41:27 -05:00
Subv
a58a06a218
GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
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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
7caec68586
GPU: Implemented the LOP32I instruction.
2018-06-04 13:56:31 -05:00
Subv
a2117df8e6
GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface.
2018-06-04 13:01:53 -05:00
Subv
0e337430f5
GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.
2018-06-04 11:22:26 -05:00
Subv
c330734536
GPU: Implemented the ISETP_R and ISETP_C shader instructions.
2018-06-04 11:12:03 -05:00
Subv
54a12f1b84
GPU: Partially implemented the shader BRA instruction.
2018-06-03 22:26:36 -05:00