* shader_jit: Add conditional unit-tests
Tests all permutations of X, Y, AND, OR with each possible input value.
* video_core: Fix shader-interpreter conditional-code initialization
Rather than reserving the incoming state of the conditional codes, the
shader-interpreter was setting them both to false. In pretty much all
cases, the initial state of a shaderunit can be zero-initialized
statically. Just running the interpreter shouldn't necessarily reset the
conditional codes though. The JIT loads incoming conditional codes
while the shader-interpreter resets them to false. This makes the
interpreter match the behavior of the shader-jit.
* shader_jit_a64: Fix/optimize conditional evaluation
Fix some of the regressions introduced by the previous optimization.
EOR does not support a constant of `0` in its immediate. In these cases
the COND{0,1} registers can be utilized immediately.
* shader_jit_x64: Fix conditional evaluation extended-bit hazard
The unit test seems to have identified a bug in the x64 jit too. The x64
jit was doing 32-bit comparisons despite the condition flags being 8-bit
values and is sensitive to garbage being in the upper 24 bits of the
register. This is fixed by using the proper 8-bit register types rather
than the 32-bit ones(`eax,`ebx` -> `al`, `bl`).
* shader_jit_x64: Zero-extend conditional-code bytes
`mov` was doing a partial update of bits within the register, allowing
garbage to be introduced in the upper bits of the register.
* tests: add Sanity test for SplitFilename83
fix test
fix test
* disable `C4715:not all control paths return a value` for nihstro includes
nihstro: no warn
* Chore: Enable warnings as errors on msvc + fix warnings
fixes
some more warnings
clang-format
* more fixes
* Externals: Add target_compile_options `/W0` nihstro-headers and ...
Revert "disable `C4715:not all control paths return a value` for nihstro includes"
This reverts commit 606d79b55d3044b744fb835025b8eb0f4ea5b757.
* src\citra\config.cpp: ReadSetting: simplify type casting
* settings.cpp: Get*Name: remove superflous logs
* externals: Update dynarmic
* settings: Introduce GraphicsAPI enum
* For now it's OpenGL only but will be expanded upon later
* citra_qt: Introduce backend agnostic context management
* Mostly a direct port from yuzu
* core: Simplify context acquire
* settings: Add option to create debug contexts
* renderer_opengl: Abstract initialization to Driver
* This commit also updates glad and adds some useful extensions which we will use in part 2
* Rasterizer construction is moved to the specific renderer instead of RendererBase.
Software rendering has been disable to achieve this but will be brought back in the next commit.
* video_core: Remove Init/Shutdown methods from renderer
* The constructor and destructor can do the same job
* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached
* citra_qt: Decouple software renderer from opengl part 1
* citra: Decouple software renderer from opengl part 2
* android: Decouple software renderer from opengl part 3
* swrasterizer: Decouple software renderer from opengl part 4
* This commit simply enforces the renderer naming conventions in the software renderer
* video_core: Move RendererBase to VideoCore
* video_core: De-globalize screenshot state
* video_core: Pass system to the renderers
* video_core: Commonize shader uniform data
* video_core: Abstract backend agnostic rasterizer operations
* bootmanager: Remove references to OpenGL for macOS
OpenGL macOS headers definitions clash heavily with each other
* citra_qt: Proper title for api settings
* video_core: Reduce boost usage
* bootmanager: Fix hide mouse option
Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.
* android: Remove software from graphics api list
* code: Address review comments
* citra: Port per-game settings read
* Having to update the default value for all backends is a pain so lets centralize it
* android: Rename to OpenGLES
---------
Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
One of the later commits will enable writing to GS regs.
It turns out that on startup, most games will write 4096 GS program words.
The current limit of 1024 would hence result in 3072 (4096 - 1024) error messages:
```
HW.GPU <Error> video_core/shader/shader.cpp:WriteProgramCode:229: Invalid GS program offset 1024
```
New constants have been introduced to represent these limits.
The swizzle data size has also been raised. This matches the given field sizes of [GPUREG_SH_OPDESCS_INDEX](https://3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_OPDESCS_INDEX) and [GPUREG_SH_CODETRANSFER_INDEX](https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_CODETRANSFER_INDEX) (12 bit = [0; 4095]).
This doesn't belong in LoadInputVertex because it also happens for
non-VS invocations. Since it's not used by the JIT it seems adequate to
initialize it in the interpreter which is the only thing that cares
about them.
The static meant that after the first execution, these lambda context
would be pointing to a random location on the stack. Fixes a random
crash when using the interpreter.
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.