rogerman
4f8b788e97
Render3D: Refactor the Render3D class in order to better reflect how the 3D renderers do things now.
2019-02-01 17:57:33 -08:00
rogerman
3e73a550e3
OpenGL Renderer: Ensure that all color attachments are assigned sequentially without gaps, and ensure that fragment shaders write out a value to each assigned attachment in all cases. This is being done to try and satisfy extremely picky AMD drivers that can do crazy-go-nuts things when the color attachments are not meticulously managed this way.
2019-01-29 16:50:47 -08:00
rogerman
e4ec1d634a
OpenGL Renderer: Better emulate the special NDS rendering quirk for drawing front-facing fragments on top of back-facing opaque fragments. Completely fixes the Customize screens in Sands of Destruction. (Related to commit 8944328.)
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- Specifically, translucent polygons now properly render on top of the back-facing opaque fragments from the opaque polygon rendering pass. Do note that emulating this special NDS rendering quirk is still not complete, as it does not account for drawing any translucent polygons on top of the opaque fragments of back-facing partially-translucent alpha-textured polygons. However, I have not seen any games that actually go so deep into such an edge case. If there is such a game, then this issue will need to be revisited.
- Now that this special rendering quirk is more accurate, this does cost some performance. However, since this rendering quirk is controlled by the "Enable Depth L-Equal Polygon Facing" option, which is OFF by default, this performance loss is deemed acceptable in favor of the increased accuracy.
2019-01-29 01:20:13 -08:00
zeromus
1c937adb9e
fix #250 , probably
2019-01-27 12:24:35 -05:00
rogerman
e06d11f6df
GFX3D: The polygon clipping stage now occurs before any polygon sorting, allowing for the sorting of smaller lists. This can be a significant performance improvement for some 3D scenes with high polygon counts.
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- 3D renderers no longer perform polygon clipping themselves, instead relying on GFX3D to do it. By default, the clipping mode is ClipperMode_DetermineClipOnly, but 3D renderers can change this by overriding the virtual method Render3D::GetPreferredPolygonClippingMode() and returning their preferred clipping mode.
2019-01-23 16:03:09 -08:00
rogerman
b8e85e0c9d
OpenGL Renderer: Revert the texture sampling hack in commit 02cd950
-- it causes graphical glitches in Sands of Destruction, especially visible within the Sky Gaol.
2019-01-23 14:44:47 -08:00
rogerman
4cd19ce522
OpenGL Renderer: Before rendering, determine the list of clipped polygons, and then only render the clipped polygons, just like how SoftRasterizer does it. Most 3D games will see a significant performance improvement. For certain games with very high polygon count scenes, those games will see a massive performance boost.
2019-01-21 16:21:32 -08:00
rogerman
bb93a0a365
OpenGL Renderer: Fix an occasional crashing bug that may occur when initializing the Clear Image textures. (Regression from commit 3dc860b.)
2019-01-18 16:20:11 -08:00
rogerman
d70bc19d9a
OpenGL Renderer: Oops!!! Fix a critical bug that completely broke all rendering!!! (Regression from commit ab3d489.)
2019-01-18 14:32:13 -08:00
rogerman
ab3d48947a
OpenGL Renderer: Reduce some buffer related synchronization in BeginRender().
2019-01-18 13:54:37 -08:00
rogerman
02cd950b02
OpenGL Renderer: In an effort to try and reduce graphical glitches whenever users try to run enhancements that were never native to the NDS to begin with, the texture sampling method is now being forced to clamp for polygons with texture coordinates of either 0.0 or 1.0.
2019-01-17 23:03:52 -08:00
rogerman
0dab5917b6
OpenGL Renderer: Fix a bug where the incorrect buffer would be cleared when trying to clear the Fog attributes buffer while Edge Mark is disabled. Partially addresses #247 . (Regression from commit 21a3fae.)
2019-01-16 16:19:33 -08:00
rogerman
d63ae63d1b
OpenGL Renderer: Fix compiling for non-Cocoa ports. (Regression from commit c9db815.)
2019-01-16 15:46:13 -08:00
rogerman
c9db815171
OpenGL Renderer: Improve the overall reliability of CPU-to-GPU buffer writes, fixing a bug where certain polygons would intermittently flicker in some games. (OpenGL 3.2 only.)
2019-01-16 11:57:36 -08:00
rogerman
7990e6c3f3
OpenGL Renderer: Fix a bug where Fog rendering would fail when used with MSAA. Fixes #246 . (OpenGL 3.2 only. Regression from commit 21a3fae.)
2019-01-15 21:47:50 -08:00
zeromus
6ed5cf8420
winport - fix bug using all available window size when maximizing and fullscreening
2019-01-16 00:10:25 -05:00
rogerman
3dc860b248
Render 3D: Simplify the code a little by removing the working Polygon ID buffer for clear images.
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- As a collateral improvement, this change also works as a minor optimization for the OpenGL Renderer for games that use clear images.
2019-01-14 16:13:08 -08:00
rogerman
26504031ff
OpenGL Renderer: Partially revert commit 0f045d4
-- don't do the Z adjust in the vertex shader. Apparently, we shouldn't need to explicitly do this in OpenGL, as this adjustment should be automatic. Fixes a graphical glitch that can occur in "Sonic Chronicles: The Dark Brotherhood".
2019-01-14 15:17:13 -08:00
rogerman
0f045d430c
OpenGL Renderer: When rendering the main geometry, adjusts all Z-positions in the vertex shader so that Z is more likely to naturally fall between the depth range of 0.0 and 1.0. Further mitigates the performance cost of using the NDS-Style Depth Calculation option.
2019-01-14 12:08:33 -08:00
zeromus
9b1ce0efc3
add --slot1-no8000prot, fixes #183
2019-01-13 14:51:51 -05:00
rogerman
066366184c
Video Filters: Fix an issue where the internal buffers were not created using a guaranteed alignment, possibly causing a segfault on AVX2-enabled systems. Fixes #245 .
2019-01-11 00:40:16 -08:00
rogerman
f5d90a77c1
GPU: Fix graphical glitch that can occur when frameskip is enabled, running a custom resolution on a multicore CPU system. (Regression from commit abc0649.)
2019-01-10 21:33:16 -08:00
zeromus
605ce35812
winport - restore some tool windows which are minimized, when their menu option is selected
2019-01-10 20:54:31 -05:00
rogerman
4a13a03f46
Windows Port: Fix compiling on 32-bit Windows. (Regression from commit abc0649.)
2019-01-09 23:40:32 -08:00
rogerman
abc0649ad2
GPU: Significantly improve the performance of HD rendering for many 3D games.
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- Specifically, if the previous frame is determined to draw the entire HD layer directly over the backdrop layer, then the current frame's entire custom framebuffer is asynchronously cleared using line 0's backdrop color since most games will keep the backdrop color constant for all scanlines. Because this is a common rendering case, many 3D games should see a performance improvement when running very large HD framebuffers (8x or higher).
- Also fix a compiling issue for non-SSE2 systems. (Regression from commit 3890431.)
2019-01-09 22:41:42 -08:00
rogerman
3890431154
GPU: Working engine buffers are now set up in advance, asynchronously, starting after line 191.
2019-01-08 23:47:36 -08:00
rogerman
0f87ada863
types.h: Add support for atomic variables.
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- Also clean up some stuff that doesn't belong in this file.
2019-01-08 17:17:30 -08:00
rogerman
50f42fae55
OpenGL Renderer: More minor shader efficiency tweaks when using the NDS Style Depth Calculation option.
2019-01-06 00:23:17 -08:00
rogerman
85ee9e0ff9
OpenGL Renderer: Fix some interactions between Edge Mark and the Special Zero Alpha Blending option. (Regression from commit 6f8c060.)
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- Also remove some extraneous stencil buffer clears.
2019-01-05 12:49:16 -08:00
rogerman
40a4b3cdcf
OpenGL Renderer: Do some minor shader efficiency tweaks. (OpenGL 3.2 only.)
2019-01-04 18:48:28 -08:00
rogerman
21a3fae0f3
OpenGL Renderer: Do some minor efficiency, stability, and consistency tweaks.
2019-01-02 01:10:59 -08:00
rogerman
f97c633441
OpenGL Renderer: Okay, let's try using GL_AMD_conservative_depth for those AMD drivers that outright lie about supporting GL_ARB_conservative_depth. (Related to commit 4d6a132
and commit 39f9483.)
2018-12-30 02:12:54 -08:00
rogerman
39f9483034
OpenGL Renderer: Also require GLSL 4.00 when using the GL_ARB_conservative_depth extension. (Related to commit 4d6a132.)
2018-12-30 01:36:54 -08:00
rogerman
4d6a132116
OpenGL Renderer: Mitigate some of the performance penalty of using the NDS Style Depth Calculation option.
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- GPUs that support the GL_ARB_conservative_depth extension will benefit more from this commit. (OpenGL 3.2 only.)
- Also fix some miscellaneous bugs.
2018-12-29 22:37:37 -08:00
rogerman
0c0bd5144e
Cocoa Port: Do a small optimization when doing video output framebuffer fetches for Metal display views.
2018-12-28 15:39:09 -08:00
rogerman
aeea0ea46a
OpenGL Renderer: Remove the material_6bit_to_float LUT, since we already have an equivalent existing LUT -- divide6bitBy63_LUT.
2018-12-26 22:35:34 -08:00
rogerman
c1357c1451
OpenGL Renderer: Do some minor performance improving tweaks.
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- Most notably, fix a performance regression where polygon drawing was no longer getting batched due to an incorrect polygon-facing test. (Regression from commit dab414c.)
2018-12-26 19:48:22 -08:00
rogerman
062d9a65a7
Cocoa Port: Do a minor optimization for Metal display views running on macOS v10.13 High Sierra and later.
2018-12-24 21:35:17 -08:00
rogerman
022cf3c702
Cocoa Port: Looks like all macOS versions 10.13 High Sierra and later don't support P-Buffers, so properly handle this error condition and disable the OpenGL 3D renderer when trying to run it without FBOs on these newer macOS versions.
2018-12-22 14:53:19 -08:00
rogerman
7bb438020b
OpenGL Renderer: Fix bug where the OpenGL renderer would completely fail to run if the user's ancient GPU doesn't support shaders. (Regression from commit 7080e21.)
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- Also do some minor improvements to the code robustness when creating an OpenGLRenderer object.
2018-12-21 16:21:44 -08:00
rogerman
589524823b
OpenGL Renderer: Oops! Finish doing the shader rework started in commit 7080e21
for legacy OpenGL so that it works the way its supposed to. Doing this now fixes legacy OpenGL for (hopefully) all GPU drivers and also allows for all of the same shader optimizations as OpenGL 3.2.
2018-12-18 20:21:18 -08:00
rogerman
d3e4b6010c
OpenGL Renderer: Eliminate the requirement for 66 varying floats in the Fog shader by replacing the varying floats with constants. Also fixes an issue with the geometry shader in legacy OpenGL. (Regressions from commit 7080e21
and commit 37afaef
. Fixes #240.)
2018-12-18 16:47:53 -08:00
zeromus
30212212b5
winport - set PreferredToolArchitecture to x64
2018-12-18 13:53:42 -05:00
rogerman
37afaefa2f
OpenGL Renderer: Replace the accuracy/performance tradeoff "Enable Depth Equals Test Tolerance" with "Enable NDS-Style Depth Calculation", where disabling this option allows the host GPU to natively calculate depth which significantly improves performance in many games.
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- New Behavior: In addition to emulating the existing Depth Equals Test Tolerance, NDS-Style Depth Calculation accounts for all NDS depth calculations within the fragment shader. Most notably, disabling this option forgoes the W-depth / Z-depth differentiation that the NDS uses, instead preferring the GPU's native Z-depth calculation. Using the GPU's native depth calculation significantly improves performance, but many games use W-depth calculations or are sensitive to subtleties in the Z-depth calculation, and so this option must remain ON by default for compatibility's sake.
- Also fixes a shader initialization issue on the Windows port. (Regression from commit 7080e21.)
2018-12-18 10:50:41 -08:00
rogerman
7080e2156b
OpenGL Renderer: Rework the rendering shaders so that the shader program code is more dynamically generated. This may yield some performance improvement for certain 3D rendering cases, especially when running on lesser GPUs with fewer and/or slower shader execution units.
2018-12-17 16:16:50 -08:00
rogerman
ae8fb2c3bb
GPU: Fix a bug where using VRAM as a display capture source would sometimes cause graphical glitches under certain conditions. (Regression from commit 2c6a5f9.)
2018-12-17 15:33:16 -08:00
zeromus
88d930ce82
winport - fix loading files named things like Splookékrong from commandline, fixes #238
2018-12-15 17:26:28 -05:00
rogerman
7ff5c5eece
Render 3D: Improve the overall rendering accuracy of Edge Mark. Most notably, Edge Mark now properly renders at screen edges. As of now, the current algorithm is as accurate as its ever going to get under our current 3D rendering engine.
2018-12-14 17:08:16 -08:00
rogerman
e6d6f2e10d
Cocoa Port: Fix a bug where clipboard copies and screenshots taken from Metal display views will cause the image to be Y-flipped.
2018-12-14 15:41:05 -08:00
rogerman
2c6a5f9868
GPU: Do some code cleanup of the display capture code.
2018-12-12 18:34:47 -08:00