greggameplayer
06578e89b2
Implement BC6H_UF16 & BC6H_SF16 ( #1092 )
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* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
2018-08-31 12:11:19 -04:00
bunnei
f08d24e9c0
Merge pull request #1204 from lioncash/pimpl
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core: Make the main System class use the PImpl idiom
2018-08-31 11:31:20 -04:00
bunnei
6683bf50b5
Merge pull request #1207 from degasus/hotfix
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Report correct shader size.
2018-08-31 11:21:15 -04:00
Lioncash
e2457418da
core: Make the main System class use the PImpl idiom
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core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
2018-08-31 07:16:57 -04:00
Markus Wick
5be8b7a362
Report correct shader size.
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Seems like this was an oversee in regards to 1fd979f50a
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
2018-08-31 09:56:37 +02:00
Hexagon12
d626bc8c62
Added predicate comparison GreaterEqualWithNan
2018-08-31 10:40:18 +03:00
Laku
915ab81ec2
gl_shader_decompiler: Implement POPC ( #1203 )
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* Implement POPC
* implement invert
2018-08-30 21:32:58 -04:00
bunnei
d6accf96ff
Merge pull request #1200 from bunnei/improve-ipa
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gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-30 10:31:26 -04:00
tech4me
a6dd577d02
Shaders: Implemented IADD3
2018-08-29 13:44:41 -04:00
bunnei
b1ccd88434
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-29 00:37:29 -04:00
bunnei
4d7e1662c8
Merge pull request #1193 from lioncash/priv
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gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
bunnei
eb4f2d5596
Merge pull request #1192 from lioncash/unused
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gl_rasterizer: Remove unused variables
2018-08-28 12:28:13 -04:00
Lioncash
2e7dc4cac9
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
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Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
2018-08-28 11:20:41 -04:00
Lioncash
45fb74d262
gpu: Make memory_manager private
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Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash
6771a18c6c
gl_rasterizer: Remove unused variables
2018-08-28 10:46:29 -04:00
bunnei
b55d8111e6
renderer_opengl: Implement a new shader cache.
2018-08-27 18:26:46 -04:00
bunnei
a0e1566dc5
gl_rasterizer_cache: Update to use RasterizerCache base class.
2018-08-27 18:26:46 -04:00
bunnei
382852418b
video_core: Add RasterizerCache class for common cache management code.
2018-08-27 18:26:45 -04:00
bunnei
2f5ed3877c
Merge pull request #1169 from Lakumakkara/sel
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shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
bunnei
f96ded9815
Merge pull request #1174 from lioncash/debug
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debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
bunnei
be2f1eabd7
Merge pull request #1173 from lioncash/batch
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maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
bunnei
23b86fd3ea
Merge pull request #1167 from lioncash/assert
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gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
Lioncash
c65713832c
debug_utils: Remove unused includes
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Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
Lioncash
1e6a209649
debug_utils: Make BreakpointObserver class' constructor explicit
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Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
Lioncash
b6425c0511
debug_utils: Initialize active_breakpoint member of DebugContext
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Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
Lioncash
20800f2df7
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
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The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
Laku
36093a3e4d
fix SEL_IMM bitstring
2018-08-24 07:18:12 +03:00
Lioncash
8fd9eb71b4
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
tech4me
ba2972bc64
Shaders: Added decodings for IADD3 instructions
2018-08-23 15:46:59 -04:00
bunnei
0dce6d7008
Merge pull request #1160 from bunnei/surface-reserve
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gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei
d65f079cc1
gl_rasterizer_cache: Blit when possible on RecreateSurface.
2018-08-23 11:27:01 -04:00
bunnei
fee8bdd90c
gl_rasterizer_cache: Reserve surfaces that have already been created for later use.
2018-08-23 11:27:01 -04:00
bunnei
fde2017a3f
gl_rasterizer_cache: Remove assert for RecreateSurface type.
2018-08-23 11:27:00 -04:00
bunnei
ebf5768340
gl_rasterizer_cache: Implement compressed texture copies.
2018-08-23 11:27:00 -04:00
bunnei
a4ac3bed6c
gl_rasterizer: Implement stencil test.
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- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei
da3da6be90
gl_rasterizer: Implement partial color clear and stencil clear.
2018-08-23 11:08:48 -04:00
bunnei
2a472ff54d
maxwell_3d: Update to include additional stencil registers.
2018-08-23 11:08:47 -04:00
bunnei
c4ed0b16b1
gl_state: Update to handle stencil front/back face separately.
2018-08-23 11:08:46 -04:00
bunnei
c7f2fb2151
Merge pull request #1157 from lioncash/vec
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei
232b0d9d2a
Merge pull request #1156 from Lakumakkara/lop3
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gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash
12ba80a86c
gl_shader_gen: Make ShaderSetup's constructor explicit
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Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash
1fd979f50a
gl_shader_gen: Use a std::vector to represent program code instead of std::array
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While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku
b2ca8089ce
more fixes
2018-08-23 00:01:40 +03:00
Laku
e70a3c5a5d
fixes
2018-08-22 21:33:32 +03:00
Lioncash
dd35b4b18a
renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku
4877e6c2f6
remove debug logging
2018-08-22 11:45:28 +03:00
Laku
8e8326595f
implement lop3
2018-08-22 10:09:44 +03:00
bunnei
cea627b0fc
Merge pull request #840 from FearlessTobi/port-3353
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei
5abf71fe65
Merge pull request #1154 from OatmealDome/topology-lines
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maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei
125d7122ac
Merge pull request #1124 from Subv/logic_ops
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GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome
ad1220e1b3
maxwell_to_gl: Implement PrimitiveTopology::Lines
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Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei
d63b1d21f1
Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
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- This reverts commit 3ef4b3d4b4
.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash
a0e2bd85a5
shader_bytecode: Parenthesize conditional expression within GetTextureType()
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Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei
bf89a99839
Merge pull request #1123 from lioncash/screen
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rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei
b0f7713fce
Merge pull request #1132 from Subv/gl_FragDepth
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Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei
8c9abe1d41
Merge pull request #1134 from lioncash/log
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei
ca58929eb0
Merge pull request #1121 from Subv/tex_reinterpret
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Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash
523e4be02c
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei
fde3b1b6f2
Merge pull request #1133 from lioncash/guard
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gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash
93a4097e9d
gl_stream_buffer: Add missing header guard
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Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv
e3bddf8137
Shaders: Implement depth writing in fragment shaders.
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We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei
e33452f7e8
Merge pull request #1131 from bunnei/impl-tex3d-texcube
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gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei
5aaee2ff8d
Merge pull request #1106 from Subv/multiple_rendertargets
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Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei
2ae88feea7
shader_bytecode: Replace some UNIMPLEMENTED logs.
2018-08-20 21:53:49 -04:00
bunnei
16db8b9d9f
gl_shader_decompiler: Implement Texture3D for TEXS.
2018-08-20 21:53:18 -04:00
bunnei
948002635f
gl_shader_decompiler: Implement TextureCube for TEX.
2018-08-20 21:53:00 -04:00
Subv
eac3cf301c
Shaders: Fixed the coords in TEX with Texture2D.
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The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00
Subv
fc5b489b0f
Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction.
2018-08-20 20:44:56 -05:00
Subv
2b9eee4d1e
GPU: Implemented the logic op functionality of the GPU.
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This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
Subv
f24ab6d9e6
GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.
2018-08-20 18:43:11 -05:00
Lioncash
46ef072cf9
rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
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This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv
6bcdf37d4f
GPU: Added registers for the logicop functionality.
2018-08-20 18:42:36 -05:00
Lioncash
bc16f7f3cc
renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
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Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi
ba8ff096fd
Port #3353 from Citra
2018-08-21 01:14:06 +02:00
Subv
7784ce1854
Shaders: Write all the enabled color outputs when a fragment shader exits.
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We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv
d7c68fbb12
Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.
2018-08-20 15:20:35 -05:00
Subv
3fe77be392
Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.
2018-08-20 15:20:35 -05:00
bunnei
028d90eb79
Merge pull request #1104 from Subv/instanced_arrays
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GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei
296e57fa0e
Merge pull request #1115 from Subv/texs_mask
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Shaders/TEXS: Write to the correct output register when swizzling.
2018-08-20 14:31:33 -04:00
bunnei
b20ed93884
Merge pull request #1112 from Subv/sampler_types
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Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
David Marcec
23d45715dc
Implemented RGBA8_UINT
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Needed by kirby
2018-08-20 22:26:54 +10:00
Subv
6cf719a4ab
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 17:09:40 -05:00
bunnei
51ddb130c5
Merge pull request #1089 from Subv/neg_bits
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Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
bunnei
9b17486be6
Merge pull request #1105 from Subv/convert_neg
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Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-19 17:01:20 -04:00
bunnei
0a1d4fbc5c
Merge pull request #1113 from Subv/texs_mask
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Shaders/TEXS: Fixed the component mask in the TEXS instruction.
2018-08-19 17:00:59 -04:00
Subv
f7edbcd7a3
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
bunnei
b0eb580931
Merge pull request #1102 from ogniK5377/mirror-clamp-edge
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Added WrapMode MirrorOnceClampToEdge
2018-08-19 13:59:41 -04:00
bunnei
85da529f15
Merge pull request #1101 from Subv/ssy_stack
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Shaders: Implemented a stack for the SSY/SYNC instructions.
2018-08-19 13:58:45 -04:00
Subv
7fb406c3fc
Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
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It is unknown how TLD4S determines the sampler type, more research is needed.
2018-08-19 12:57:58 -05:00
Subv
3ef4b3d4b4
Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.
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Different sampler types have their parameters in different registers.
2018-08-19 12:57:54 -05:00
Subv
73b937b190
Shader: Added bitfields for the texture type of the various sampling instructions.
2018-08-19 12:57:51 -05:00
Subv
656758fd81
Shaders: Added decodings for TLD4 and TLD4S
2018-08-19 12:57:08 -05:00
bunnei
29d4f8c2dd
Merge pull request #1109 from Subv/ldg_decode
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Shaders: Added decodings for the LDG and STG instructions.
2018-08-19 13:31:19 -04:00
bunnei
9baf5de90c
Merge pull request #1108 from Subv/front_facing
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Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 13:21:14 -04:00
Subv
1b92ae136f
Shaders: Added decodings for the LDG and STG instructions.
2018-08-19 00:46:34 -05:00
Subv
731701a2d2
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 00:14:34 -05:00
Subv
9b1c49a9cf
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-18 14:48:05 -05:00
Subv
e0f66c1fbf
GLRasterizer: Implemented instanced vertex arrays.
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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
8335b2f115
Shader: Implemented the predicate and mode arguments of LOP.
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The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
2018-08-18 14:36:37 -05:00
David Marcec
71cc482bbd
Added WrapMode MirrorOnceClampToEdge
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Used by splatoon 2
2018-08-19 02:26:50 +10:00