Commit Graph

514 Commits

Author SHA1 Message Date
bunnei da4f531a59 gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]). 2016-02-05 17:20:17 -05:00
bunnei ff25eb8cc9 gl_shader_gen: Implement lighting red, green, and blue reflection. 2016-02-05 17:20:16 -05:00
bunnei 4f0fc85f84 gl_shader_gen: View should be normalized. 2016-02-05 17:20:15 -05:00
bunnei d376a783ea gl_shader_gen: Implement fragment lighting fresnel effect. 2016-02-05 17:20:13 -05:00
bunnei b07c7c26c6 gl_shader_gen: Implement fragment lighting specular 1 component. 2016-02-05 17:19:16 -05:00
bunnei f878148e30 gl_shader_gen: Add support for D0 LUT scaling. 2016-02-05 17:18:36 -05:00
bunnei 481017a334 gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
2016-02-05 17:17:35 -05:00
bunnei 1bb0aa6c01 pica: Cleanup and add some comments to lighting registers. 2016-02-05 17:17:34 -05:00
bunnei 2658c7f266 gl_rasterizer: Minor naming refactor on Pica register naming. 2016-02-05 17:17:33 -05:00
bunnei f7510ba8f0 gl_shader_gen: Reorganize and cleanup lighting code.
- No functional difference.
2016-02-05 17:17:33 -05:00
bunnei 9cd5c49ee5 gl_shader_gen: Fix directional lights. 2016-02-05 17:17:32 -05:00
bunnei aabc988463 gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light. 2016-02-05 17:17:32 -05:00
bunnei 14877aa76f gl_shader_gen: View vector needs to be normalized when computing half angle vector. 2016-02-05 17:17:31 -05:00
bunnei bb3014fb28 renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
2016-02-05 17:17:31 -05:00
bunnei 81511f08fa renderer_opengl: Initial implementation of basic specular lighting. 2016-02-05 17:17:30 -05:00
bunnei 49cd958486 renderer_opengl: Implement HW fragment lighting distance attenuation. 2016-02-05 17:17:30 -05:00
bunnei 11fba4e8d0 renderer_opengl: Implement HW fragment lighting LUTs within our default UBO. 2016-02-05 17:17:29 -05:00
bunnei 07b07a2f24 renderer_opengl: Implement diffuse component of HW fragment lighting. 2016-02-05 17:17:29 -05:00
bunnei 3c3e328340 pica: Implement decoding of basic fragment lighting components.
- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
2016-02-05 17:17:28 -05:00
bunnei 8a9194f06e pica: Implement fragment lighting LUTs. 2016-02-05 17:17:27 -05:00
bunnei fe094ec9a0 pica: Add decodings for distance attenuation and LUT registers. 2016-02-05 17:17:26 -05:00
bunnei d5edd881d3 pica: Add pica_types module and move float24 definition. 2016-02-05 17:17:26 -05:00
tfarley 958e67ab53 hwrasterizer: Use proper cached fb addr/size 2016-02-03 15:52:34 -05:00
Yuri Kunde Schlesner e82e3f64fd OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging level
The nVidia driver is *extremely* spammy on this category, sending a
message on every buffer or texture upload, slowing down the emulator and
making the log useless.
2016-02-02 22:44:13 -08:00
bunnei 9259a8baa5 Merge pull request #1367 from yuriks/jit-jmp
Shader JIT: Fix off-by-one error when compiling JMPs
2016-01-27 09:19:28 -05:00
bunnei 70832a600e Merge pull request #1369 from yuriks/jmpu-inverted
Shader: Implement "invert condition" feature of IFU instruction
2016-01-26 09:58:16 -05:00
Yuri Kunde Schlesner c922298b37 Debugger: Use 3dbrew names for GPU registers
This list was imported from the 3dbrew wiki page and is pretty much
complete.
2016-01-24 20:29:44 -08:00
Yuri Kunde Schlesner b4c68589f6 Shader: Implement "invert condition" feature of IFU instruction
If the bit 0 of the JMPU instruction is set, then the jump condition
will be inverted. That is, a jump will happen when the boolean is false
instead of when it is true.
2016-01-24 20:29:06 -08:00
Yuri Kunde Schlesner d1096d9adc Shader JIT: Fix off-by-one error when compiling JMPs
There was a mistake in the JMP code which meant that one instruction at
the destination would be skipped when the jump was taken. This commit
also changes the meaning of the culprit parameter to make it less
confusing and avoid similar mistakes in the future.
2016-01-24 02:15:56 -08:00
bunnei 4cecbb0c85 Merge pull request #1334 from tfarley/hw-depth-modifiers
hwrasterizer: Use depth offset
2016-01-20 22:27:33 -05:00
tfarley ee33d54b6f hwrasterizer: Use depth offset 2016-01-20 21:57:59 -05:00
Lioncash 3b682a824e command_processor: Get rid of variable shadowing 2016-01-17 02:22:51 -05:00
bunnei 7bac11c61b Merge pull request #1196 from linkmauve/khr_debug
Add optional GL_KHR_debug support
2016-01-12 22:54:52 -05:00
Lioncash 4dcc5fe6ab video_core: Make the renderer global a unique_ptr 2015-12-30 08:52:01 -05:00
Lioncash d70ea5b6aa swrasterizer: Add missing override specifier 2015-12-29 18:35:38 -05:00
Yuri Kunde Schlesner b7109a1113 VideoCore: Sync state after changing rasterizers
This fixes various bugs that appear in the HW rasterizer after switching
between it and the SW one during emulation.
2015-12-20 17:37:15 -08:00
Yuri Kunde Schlesner 10a89e10ca Merge pull request #1267 from yuriks/flipped-framebuffer
OpenGL: Flip framebuffers during transfer rather than when rendering
2015-12-09 20:35:15 -08:00
bunnei 0545d2f2f3 Merge pull request #1269 from Subv/triangle_fan
GPU/PrimitiveAssembler: Fixed drawing triangle fans.
2015-12-08 10:27:40 -05:00
Yuri Kunde Schlesner 102d39fe20 VideoCore: Unify interface to OpenGL and SW rasterizers
This removes explicit checks sprinkled all over the codebase to instead
just have the SW rasterizer expose an implementation with no-ops for
most operations.
2015-12-07 20:20:38 -08:00
Yuri Kunde Schlesner 192829165a VideoCore: Rename HWRasterizer methods to be less confusing 2015-12-06 19:08:37 -08:00
Yuri Kunde Schlesner c2526d440e OpenGL: Rename cache functions to better match what they actually do 2015-12-06 17:02:52 -08:00
Subv c94a1a0375 GPU/PrimitiveAssembler: Fixed drawing triangle fans.
It was skipping the second vertex assignment and using uninitialized garbage when assembling the corresponding triangle.
2015-12-06 10:48:05 -05:00
Yuri Kunde Schlesner 30c70c905f OpenGL: Flip framebuffers during transfer rather than when rendering 2015-12-04 22:23:39 -08:00
Yuri Kunde Schlesner 8e478d8b99 OpenGL: Add support for glFrontFace in the state tracker 2015-12-04 21:58:26 -08:00
Yuri Kunde Schlesner 7b9807c835 PICA: Properly emulate 1-stage delay in the combiner buffer
This was discovered and verified by @fincs. The tev combiner buffer
actually lags behind by one stage, meaning stage 1 reads the initial
color, stage 2 reads stage 0's output, and so on.

Fixes character portraits in Fire Emblem: Awakening and world textures
in Zelda: ALBW. Closes #1140.
2015-11-30 22:45:18 -08:00
bunnei 4cbe626fc7 renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location. 2015-11-25 22:33:24 -05:00
Pierre de La Morinerie 1c196456f0 Use regular uniform location
The support for GL_ARB_explicit_uniform_location is not that good
(53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location).

This fix the shader compilation on Intel HD 4000 (#1222).
2015-11-25 11:56:11 +01:00
Subv 9acdb1e7f2 FragShader: Use an UBO instead of several individual uniforms 2015-11-18 21:03:56 -05:00
Subv b797ef4d9a GPU/Loaders: Log an error when a loader tries to load from a component beyond the available ones (12).
Related to #1170
2015-11-09 21:16:11 -05:00
Emmanuel Gil Peyrot 705dd2b552 OpenGL: Log GL_KHR_debug messages we receive
This allows the driver to communicate errors, warnings and improvement
suggestions about our usage of the API.
2015-10-24 02:30:51 +01:00