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2239 commits

Author SHA1 Message Date
Fernando Sahmkow
644588fd88 ShaderCache/PipelineCache: Cache null shaders. 2020-04-22 11:36:25 -04:00
Fernando Sahmkow
f616dc0b59 Address Feedback. 2020-04-22 11:36:24 -04:00
Fernando Sahmkow
ec2f3e48e1 Fix GCC error. 2020-04-22 11:36:23 -04:00
Fernando Sahmkow
0649f05900 QueryCache: Implement Async Flushes. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow
131b342130 OpenGL: Guarantee writes to Buffers. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow
1fb516cd97 GPU: Implement Flush Requests for Async mode. 2020-04-22 11:36:17 -04:00
Fernando Sahmkow
b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow
b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow
a081a7c855 GPU: Fix rebase errors. 2020-04-22 11:36:13 -04:00
Fernando Sahmkow
e84eb64e51 Rasterizer: Disable fence managing in synchronous gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
165ae823f5 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
1f345ebe3a GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
8b1eb44b3e BufferCache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:07 -04:00
Fernando Sahmkow
da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow
084ceb925a UI: Replasce accurate GPU option for GPU Accuracy Level 2020-04-22 11:36:04 -04:00
bunnei
d64290884a
Merge pull request #3714 from lioncash/copies
gl_shader_decompiler: Avoid copies where applicable
2020-04-21 20:16:02 -04:00
Mat M
5305806071
Merge pull request #3716 from bunnei/fix-another-impl-fallthrough
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:17:52 -04:00
bunnei
03726fb7f5 video_core: gl_shader_decompiler: Fix implicit fallthrough errors. 2020-04-18 15:15:21 -04:00
Lioncash
bf328ed35a gl_shader_decompiler: Avoid copies where applicable
Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.

Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
2020-04-17 20:48:52 -04:00
Markus Wick
07fbef1776 video_code: Fix implicit switch fallthrough.
Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00
Rodrigo Locatti
990c0b184f
Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" 2020-04-17 17:41:48 -03:00
bunnei
ca3af2961c
Merge pull request #3682 from lioncash/uam
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-17 01:24:08 -04:00
bunnei
79c1269f0f
Merge pull request #3673 from lioncash/extra
CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
Fernando Sahmkow
c81f256111
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp
090fd3fefa buffer_cache: Return handles instead of pointer to handles
The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.

This problem can be solved in the future with sparse buffers.
2020-04-16 02:33:34 -03:00
Lioncash
3a60f19eaf gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
Avoids potential invalid junk data from being read.
2020-04-15 22:20:06 -04:00
Lioncash
71fb156611 gl_device: Mark stage_swizzle as constexpr
Previously this was mutable even though it shouldn't be.
2020-04-15 21:59:13 -04:00
Lioncash
1c340c6efa CMakeLists: Specify -Wextra on linux builds
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.

We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).

While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00
Fernando Sahmkow
e33196d4e7
Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Lioncash
213fff67bc CMakeLists: Make -Wreorder a compile-time error
This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
2020-04-15 14:14:41 -04:00
Mat M
64b5985f0a
Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Mat M
ab72696beb
Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15 03:17:46 -04:00
Mat M
4878d6bb49
Merge pull request #3654 from ReinUsesLisp/fix-fb-attach
gl_texture_cache: Fix layered texture attachment base level
2020-04-15 03:17:18 -04:00
ReinUsesLisp
fd6371eba7 Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit 05cf270836.

Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
2020-04-14 21:24:33 -03:00
ReinUsesLisp
6dfcabc800 gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp
453d7419d9 gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.

The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
2020-04-14 01:34:20 -03:00
ReinUsesLisp
21dc842171 gl_texture_cache: Fix layered texture attachment base level
The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
2020-04-13 18:24:56 -03:00
Mat M
fbf13d3f48
Merge pull request #3651 from ReinUsesLisp/line-widths
gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M
08266d70ba
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
3351e1e94f
Merge pull request #3627 from ReinUsesLisp/layered-view
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
ReinUsesLisp
76615b9f34 gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
ReinUsesLisp
05cf270836 gl_shader_decompiler: Implement merges with bitfieldInsert
This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
2020-04-12 22:39:59 -03:00
ReinUsesLisp
75eb953575 gl_shader_decompiler: Improve generated code in HMergeH*
Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp
94b0e2e5da texture_cache: Remove preserve_contents
preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.

This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
6c8f9f40d7 gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
913f42a3a7 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow
ea535d9470 Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3dd5c07454 Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
7fcd0fee6d Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00