Stenzek
bc8a96d713
HiresTextures: Support parsing DDS files directly
...
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek
27ae5b8d34
VideoConfigDiag: Move post-processing shader list to post processor
...
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Stenzek
a10e8b1ef5
VideoCommon: Move the blit methods to the backend class
...
The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
Michael Maltese
3158a5bc35
RenderBase: clean up UpdateDrawRectangle
2017-04-24 00:39:25 -07:00
Stenzek
fd896bd9e0
OGL: Drop BlendingState.dither
...
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
Stenzek
ddc5275071
VideoCommon: Drop SetDitherMode()
...
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek
34ad5b457d
VideoCommon: Add usedualsrc field to BlendingState
...
This is because we re-use BlendingState for our internal drawing (e.g.
RasterFont) and for these shaders, we can't assume the presence of a
second color output.
2017-04-18 21:33:40 +10:00
Michael Maltese
05b4d14bf0
TextureConversionShader: fix syntax error
...
Fixes a situation where the following invalid GLSL code is generated:
```glsl
float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb;
float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0;
float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb;
float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0;
```
2017-04-12 14:23:25 -07:00
Stenzek
e9850aa0f2
VideoBackends: Support updated texture encoding shader generators
2017-04-12 00:11:22 +10:00
Stenzek
3847e226ab
TextureConversionShader: Consider source format of EFB for EFB2RAM
...
Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
2017-04-12 00:11:22 +10:00
Markus Wick
4e90c5da8b
Merge pull request #5234 from lioncash/tuple
...
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
Scott Mansell
e6476b805e
Merge pull request #5008 from ligfx/aspectheuristic
...
VideoCommon: rework anamorphic widescreen heuristic
2017-04-10 11:30:34 +12:00
Anthony
c6b553b6d2
Merge pull request #5220 from stenzek/small-nonsquare-mips
...
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-09 13:45:38 -07:00
Lioncash
c7ab6861c2
RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters
2017-04-09 15:11:59 -04:00
Lioncash
671b5f9747
RenderBase: Return a tuple from CalculateTargetScale instead of using out parameters
2017-04-09 14:41:51 -04:00
Lioncash
cc803db042
RenderBase: Eliminate renderer global accesses within the Renderer class
...
There's no need to access these globals, the instance itself has access
to these data members and functions.
2017-04-08 20:15:39 -04:00
Lioncash
caf25653d8
RenderBase: const correctness
2017-04-08 20:11:29 -04:00
Mat M
59d93f3a0d
Merge pull request #5219 from lioncash/common
...
FileSearch: Namespace functions under the Common namespace
2017-04-08 17:19:00 -04:00
Stenzek
2492f196a7
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-07 23:03:14 +10:00
Lioncash
f7a2f6ad01
FileSearch: Namespace functions under the Common namespace
2017-04-07 01:02:14 -04:00
Michael Maltese
cef5bd4a09
TextureCacheBase: remove duplicated variable
...
Fixes warning:
```
Source/Core/VideoCommon/TextureCacheBase.cpp:869:17: warning: declaration shadows a local variable [-Wshadow]
const u8* tlut = &texMem[tlutaddr];
^
Source/Core/VideoCommon/TextureCacheBase.cpp:784:13: note: previous declaration is here
const u8* tlut = &texMem[tlutaddr];
^
```
2017-04-06 13:52:42 -07:00
Stenzek
fdf2efdac6
TextureConversionShader: Add missing swap for index of C14X2 textures
2017-04-06 23:29:40 +10:00
Stenzek
c6075f4c36
TextureConversionShader: Fix compile error in C14X2 decoder
2017-04-06 13:59:06 +10:00
Michael Maltese
d10d09ccc1
VideoCommon: rework anamorphic widescreen heuristic
...
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.
This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.
I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:
Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000
The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
Scott Mansell
4c0a392698
Merge pull request #4715 from iwubcode/efb_copy_corruption_at_higher_ir
...
Add configurable toggle to round vertices to nearest pixel
2017-04-05 19:41:52 +12:00
Michael Maltese
e9e3226026
TextureCacheBase: fix custom textures not being loaded
...
Fixes bug #10183 [0] introduced by 3bd184a
/ PR #4467 [1].
TextureCacheBase was no longer calling `entry->Load` for custom textures
since the compute shader decoding logic was added. This adds it back in.
It also slightly restructures the decoding if-group to match the one
below, which I think makes the logic more obvious.
(recommend viewing with `git diff -b` to ignore the indentation changes)
[0]: https://bugs.dolphin-emu.org/issues/10183
[1]: https://github.com/dolphin-emu/dolphin/pull/4467
2017-04-04 14:34:46 -07:00
iwubcode
a9d08a31a6
Add configurable toggle that rounds vertices to the nearest pixel when
...
w=1. This fixes some games at higher IRs.
2017-04-04 09:52:18 -05:00
Stenzek
79ba946d70
VideoCommon: Changes to TextureCache to support decoding in backend
2017-04-01 12:32:10 +10:00
Stenzek
6ffc16d1b0
VideoCommon: Add texture decoding shader generators
2017-04-01 12:32:10 +10:00
Stenzek
82fd984f3e
VideoBackends: Add configuration field for GPU texture decoding
2017-04-01 12:32:05 +10:00
Stenzek
b987f220e1
VideoBackends: Add support flag for compute shaders
2017-04-01 12:31:41 +10:00
Lioncash
41fbc659bf
Fifo: Remove unnecessary integral casts
...
FIFO_SIZE is a u32, so %u can just be used instead.
2017-03-28 10:35:26 -04:00
Matthew Parlane
85d74a506f
Merge pull request #4951 from waddlesplash/haiku-2
...
Initial support for Haiku.
2017-03-28 17:19:35 +13:00
Augustin Cavalier
0831dad467
Initial support for Haiku.
2017-03-27 23:46:19 -04:00
Matthew Parlane
94dd435336
Merge pull request #5176 from lioncash/retval
...
VertexLoader: Return debug strings by value
2017-03-28 15:38:32 +13:00
Lioncash
9ebd84e54a
VertexLoaderManager: Return debug strings by value
...
This also renames AppendListToString to VertexLoadersToString.
2017-03-26 23:50:09 -04:00
Lioncash
9859533ab4
VertexLoaderBase: Return debug strings by value
...
An out parameter for this sort of thing is a C++03 hold-over. This also
renames AppendToString to ToString.
2017-03-26 23:49:59 -04:00
Lioncash
d44844ba29
XFStructs: Get rid of an unnecessary pointer cast
...
Also gets rid of implicit sign conversions.
2017-03-26 23:09:30 -04:00
Lioncash
62db55dee2
Fifo: const correctness
...
PushFifoAuxBuffer only memcpys data using ptr as the source pointer, so
it can be a pointer to const data because of that.
2017-03-26 23:08:33 -04:00
Lioncash
8033a72f0b
VertexLoaderBase: Use std::array where applicable
2017-03-26 22:12:20 -04:00
Lioncash
57c21b9576
TextureCacheBase: Convert bound_textures from a C array to a std::array
...
Prevents array-to-pointer decay and simplifies some code.
2017-03-25 14:53:25 -04:00
Markus Wick
4b5995a6e0
Merge pull request #5138 from lioncash/init
...
VertexLoaderBase: In-class initialize class members where applicable
2017-03-23 15:15:32 +01:00
Lioncash
da2e34f69b
VertexLoaderBase: In-class initialize class members where applicable
...
Same thing, less code.
2017-03-23 08:37:18 -04:00
degasus
ca8d9e2215
TextureCache: Don't lock freed rendertargets for one frame.
...
New Super Mario Bros on PAL still renders at 60 fps, but skips every 5th XFB copy.
So our detection of "per frame" fails, and we require twice the amound of texture objects.
But our pool frees unused textures after 3 frames, so half of them needs to be reallocated
every few frames.
This commit removes the lock for render targets. It was introduced to not update a texture
while it is still in use. But render targets aren't updated while rendering, so this
lock isn't needed. Non-rendertarget textures however aren't as dynamic, so the lock should
have no performance update.
2017-03-22 23:28:42 +01:00
Markus Wick
5cc55f0fe3
Merge pull request #5096 from Armada651/anything-with-a-viewport
...
VertexShaderGen: Correct for negative viewport dimensions.
2017-03-20 10:55:56 +01:00
Jules Blok
cbfb07152f
VertexShaderGen: Correct for negative viewport dimensions.
2017-03-16 12:34:19 +01:00
Michael Maltese
134317e07f
videoconfig: add BBoxPreferStencilImplementation
...
@JMC47 requested this to be able to do performance comparisons.
2017-03-15 17:41:33 -07:00
Michael Maltese
de940a5fd6
VideoConfig: add bSupportsFragmentStoresAndAtomics
2017-03-15 17:20:47 -07:00
Markus Wick
31bb41c532
Merge pull request #4973 from z0z0z/master
...
Disable pinned memory for AMD mesa drivers
2017-03-14 10:02:05 +01:00
Jules Blok
0a2b58c896
OGL: Remove support for NV_depth_buffer_float.
...
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Markus Wick
7b19475911
Merge pull request #4548 from stenzek/gcc-sse
...
Support SSSE3 texture decoders and CRC32 hashing on non-native builds (gcc)
2017-03-13 14:28:01 +01:00
Markus Wick
e99cd57eb3
Merge pull request #4935 from Armada651/depth-range-fix
...
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Jules Blok
3f41e6d4cf
RenderBase: Check if early ztest is enabled before falling back to vertex depth range.
2017-03-10 15:43:32 +01:00
Markus Wick
ef74c5eabd
Merge pull request #5051 from stenzek/renderer-fixes
...
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice
ced1614cac
Unify the way of setting game ID, title ID, revision
...
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
Stenzek
2cd240af0d
VideoBackends: Move max texture size to VideoConfig
...
This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Stenzek
4012166085
VideoCommon: Fix crash at startup with virtual XFB enabled
2017-03-09 23:39:48 +10:00
Markus Wick
489d90b6f3
Merge pull request #4999 from stenzek/renderer-statics
...
VideoCommon: Eliminate static state in Renderer
2017-03-08 11:02:20 +01:00
Markus Wick
9c1eac1f4f
Merge pull request #4944 from vladfi1/framedump
...
Framedump extensions
2017-03-08 11:01:53 +01:00
Markus Wick
a911d256a7
Merge pull request #5018 from Tilka/trunc
...
VideoCommon: remove unnecessary trunc()
2017-03-08 11:01:17 +01:00
Vlad Firoiu
096f58b172
Save new framedump options.
2017-03-08 01:38:40 -08:00
Vlad Firoiu
71c0e30655
Appease linter.
2017-03-05 17:29:46 -08:00
Vlad Firoiu
fbff74c1eb
Warn on invalid video codec.
2017-03-05 17:08:59 -08:00
Vlad Firoiu
9155af5103
GetDumpPath function.
2017-03-05 17:08:59 -08:00
Vlad Firoiu
8c24387509
Use ffv1 if user requests it.
2017-03-05 17:08:59 -08:00
Tillmann Karras
8a72e84ece
VideoCommon: remove unnecessary trunc()
2017-03-05 01:53:54 +00:00
Stenzek
459a5ab554
Android: Move screenshot waiting logic to Renderer
2017-03-04 16:53:16 +10:00
Stenzek
811eafda57
VideoCommon: Store last window request width/height
...
This avoids the need to send a window resize event every frame.
2017-03-04 16:53:12 +10:00
Stenzek
00a0a91513
VideoCommon: Move last EFB scale handling to CalculateTargetSize
2017-03-04 16:53:07 +10:00
Stenzek
afc25fdca0
VideoCommon: Rename Renderer s_ prefixes to m_
2017-03-04 16:42:21 +10:00
Stenzek
238a70b006
VideoCommon: Move some common initialization logic to RenderBase
2017-03-04 16:42:16 +10:00
Stenzek
277829d842
VideoCommon: Eliminate static state in Renderer
2017-03-04 16:39:50 +10:00
Lioncash
552c0d8404
Common: Move byte swapping utilities into their own header
...
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
Markus Wick
7982ba120f
Merge pull request #4995 from lioncash/normalize
...
CMakeLists: Normalize whitespace
2017-03-02 11:51:06 +01:00
Lioncash
ee61bd6f2e
CMakeLists: Normalize whitespace
...
Normalizes tabs to spaces to follow our codebase's indentation style.
2017-03-01 14:53:23 -05:00
Jules Blok
83bd74aef0
Merge pull request #4974 from gamemasterplc/master
...
Widescreen Hack improvement
2017-03-01 02:17:33 +01:00
Lioncash
5ed55ffb34
PixelEngine: Move enum constants into the PixelEngine namespace
...
Gets some identifier names out of the global namespace.
2017-02-28 07:01:50 -05:00
Vlad Firoiu
a3af5b09d3
error logs
2017-02-27 23:45:35 -08:00
Vlad Firoiu
6b1910a078
Appease global header warning.
2017-02-27 23:45:35 -08:00
Vlad Firoiu
f82e3de763
Dump to arbitrary URLs.
2017-02-27 23:45:34 -08:00
Vlad Firoiu
21e66e60e3
Configable dump codec.
2017-02-27 23:45:12 -08:00
Vlad Firoiu
a1a9e488a5
XVID FourCC for MPEG-4 codecs.
2017-02-27 23:44:33 -08:00
Vlad Firoiu
d4686aa1a7
More warnings for AVIDump.
2017-02-27 23:44:33 -08:00
Vlad Firoiu
86a8382376
Arbitrary dump formats.
2017-02-27 23:44:29 -08:00
Vlad Firoiu
1723645c99
guess format before allocating context
2017-02-27 23:43:15 -08:00
Vlad Firoiu
8fb2eb889d
Handle delayed frames at the end of the movie.
2017-02-27 23:43:15 -08:00
Anthony
ed6a46a193
Merge pull request #4958 from RisingFog/avidump_bitrate
...
Add configurable video dump bitrate to INI
2017-02-27 10:15:19 -08:00
Anthony
63c5230d9b
Merge pull request #4959 from lioncash/ini
...
IniFile: Handle s64/u64 values
2017-02-27 10:02:53 -08:00
Anthony
b16cebc297
Merge pull request #4978 from ligfx/avidumpclosefiles
...
AVIDump[regression]: close avio handles
2017-02-27 09:39:40 -08:00
Jules Blok
f5d14e3691
Merge pull request #4933 from Armada651/disable-cache
...
VideoBackends: Add a developer option to disable the shader cache.
2017-02-27 17:35:01 +01:00
Michael Maltese
621472336c
AVIDump[regression]: close avio handles
2017-02-26 23:26:31 -08:00
gamemasterplc
4c4a96bfc5
Widescreen Hack improvement
...
Fixes Projection alignment in some N64 VC games. The original code forgot to multiply rawProjection[1] and rawProjection[3].
2017-02-26 12:55:57 -06:00
z0z0z
005e6796b8
Disable pinned memory for AMD mesa drivers
2017-02-26 10:49:28 -05:00
Jules Blok
a15555fe03
VideoBackends: Use vertex shader depth range if ztexture is used.
2017-02-26 11:34:48 +01:00
Chris Burgener
bfb17d5a9e
Add configurable video dump bitrate to INI
2017-02-25 23:58:21 -05:00
Lioncash
beec40f178
IniFile: Handle s64/u64 values
2017-02-25 00:03:20 -05:00
Jules Blok
94522d4cf3
OGL: Add support for glDepthRangedNV to handle oversized depth ranges.
2017-02-24 14:54:16 +01:00
Anthony
4e93002adb
Merge pull request #4800 from JosJuice/movie-dual-core-determinism
...
Remove special condition for auto dual core determinism
2017-02-23 13:19:39 -08:00
Jules Blok
21967b1f6e
VideoBackends: Add a developer option to disable the shader cache.
...
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Stenzek
b8eb1080ce
Merge pull request #4924 from stenzek/vulkan-list-restart
...
Vulkan: Fix GPU hangs on AMD Polaris
2017-02-18 21:58:30 +10:00
Markus Wick
6acad27919
Merge pull request #4927 from lioncash/unique-ptr
...
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
2017-02-18 12:40:00 +01:00
Lioncash
1fa81f24d3
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
...
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
Matthew Parlane
4da7164f66
Merge pull request #4596 from ligfx/updateffmpeg
...
AVIDump: Updates to avoid deprecation warnings
2017-02-18 21:12:37 +13:00
Stenzek
e2ddb3853e
DriverDetails: Set BUG_PRIMITIVE_RESTART for AMD drivers
2017-02-18 15:07:35 +10:00
Matthew Parlane
691abc223b
Merge pull request #4859 from lioncash/opcodedecoder
...
OpcodeDecoding: Convert #defines into enum constants
2017-02-08 18:12:11 +13:00
Lioncash
d9d069e024
OpcodeDecoding: Convert #defines into enum constants
...
Gets several constants out of global scope.
2017-02-08 00:05:17 -05:00
Florent Castelli
8c82607c95
cmake: Don't use unqualified target_link_libraries
...
You can't mix unqualified and qualified link libraries (PUBLIC / PRIVATE).
Use the modern form.
2017-02-08 03:07:43 +01:00
Michael Maltese
04158dfe15
AVIDump: use a separate AVCodecContext
...
Using the AVCodecContext contained in AVStream for muxing is officially
discouraged[1] and AVStream::codec was deprecated in favor of
AVStream::codecpar in libavformat 57.33.100 / 57.5.0.
1: [FFmpeg-cvslog] lavf: replace AVStream.codec with AVStream.codecpar: https://ffmpeg.org/pipermail/ffmpeg-cvslog/2016-April/099152.html
2017-02-06 20:23:37 -08:00
Michael Maltese
867d6134c5
AVIDump: open codec before stream
...
Minor oversight in the existing code.
2017-02-06 20:23:37 -08:00
Michael Maltese
dd3d8c7a4e
AVIDump: use avformat_free_context
...
This function frees all associated streams and codec contexts, and
has existed since libavformat 52.96.0 (February 2011).
2017-02-06 20:23:37 -08:00
Michael Maltese
ac214190fd
AVIDump: Replace deprecated avcodec_encode_video2
2017-02-06 20:23:37 -08:00
Markus Wick
eb3c172b95
Merge pull request #4618 from Helios747/bounding_box_check
...
[Video] Warn when booting a bounding box game on an unsupported GPU
2017-02-06 21:58:19 +01:00
Helios747
4c22e6387d
[Video] Warn when booting a bounding box game on an unsupported GPU
2017-02-04 10:08:52 -08:00
Lioncash
c85e0a2586
FramebufferManagerBase: Return a std::pair from GetTargetSize
...
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
Lioncash
468f623d27
ShaderGenCommon: Remove unnecessary includes
2017-02-01 12:19:55 -05:00
JosJuice
045de7dd26
Remove special condition for auto dual core determinism
2017-02-01 15:43:47 +01:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
Lioncash
1f24cf2a2d
RenderBase: Get rid of unnecessary casts
2017-01-31 20:25:50 -05:00
Lioncash
b7e59f4e55
AVIDump: Rename CloseFile to CloseVideoFile
...
Retains symmetry with CreateVideoFile.
2017-01-29 22:05:12 -05:00
Markus Wick
3405f0ba01
Merge pull request #4739 from AdmiralCurtiss/auto-adjust-window-size-16-9
...
Make the "Auto Adjust Window Size" option respect the current game's aspect ratio.
2017-01-28 13:02:54 +01:00
Mat M
ede9c6255a
Merge pull request #4770 from degasus/fifo
...
CommandProcessor: Limit scope of ugly SCPFifoStruct.
2017-01-28 06:43:23 -05:00
Admiral H. Curtiss
b2c40bf4c4
RenderBase: Let the Auto Adjust Window Size option request the final image size rather than the raw framebuffer size.
2017-01-28 11:40:53 +01:00
Admiral H. Curtiss
e1fa6c374f
RenderBase: Extract the framebuffer size to display size code into function.
2017-01-28 11:40:53 +01:00
degasus
3787af9ee9
CommandProcessor: Limit scope of ugly SCPFifoStruct.
...
It's only used as an interface between two classes. So no need to declare
it in the backend export header.
2017-01-27 19:04:56 +01:00
degasus
ba1decf7bc
PixelEngine: Use a DirectRead for the token.
...
No need to call a std::function, and a few games poll this value very often.
2017-01-27 07:49:47 +01:00
Stenzek
b74029ec57
TextureDecoder: Use target attributes on SSSE3 decoders
2017-01-24 20:04:55 +10:00
Matthew Parlane
f70a1a27fa
Merge pull request #4726 from ligfx/addingwindowsheaders
...
Fix building without PCH on Windows
2017-01-24 13:47:36 +13:00
Lioncash
7a58a82a37
BPMemory: Add const specifier to member functions where applicable
2017-01-23 16:07:03 -05:00
Lioncash
1f596a23af
BPMemory: Eliminate union type punning
...
This is undefined behavior in C++.
2017-01-23 16:05:32 -05:00
Lioncash
70cf774a5c
RenderBase: Forward declare EFBAccessType
2017-01-23 12:41:26 -05:00
Lioncash
940aa6f32d
VideoBackendBase: Convert FieldType into an enum class
2017-01-23 03:54:01 -05:00
Lioncash
5b461f50af
VideoBackendBase: Convert EFBAccessType into an enum class
2017-01-23 03:53:38 -05:00
Michael Maltese
c3a1547d9a
AVIDump: rename CreateFile -> CreateVideoFile (conflict with windows.h)
2017-01-23 00:35:18 -08:00
degasus
65e3aa796e
VideoConfig: Fix boolean default values.
2017-01-21 11:31:44 +01:00
Matthew Parlane
ed7589cb0f
Merge pull request #4656 from hthh/cmpr-fixes
...
TextureDecoder: Fix off-by-one errors in CMPR
2017-01-17 11:05:42 +13:00
hthh
88d52b4d69
TextureDecoder: Deduplicate some utility code
2017-01-15 20:23:26 +11:00
hthh
5d4e4aa561
TextureDecoder: Fix off-by-one errors in CMPR
2017-01-14 10:52:35 +11:00
Jules Blok
271a9fe7a9
VertexShaderManager: Break up the conditions to make it readable.
2017-01-13 14:01:17 +01:00
Jules Blok
f866748006
VertexShaderGen: Remove the need for an extra UID.
2017-01-13 14:01:17 +01:00
Stenzek
2f223e24dc
TextureDecoder: Seperate each format into its own function
2017-01-10 20:41:00 +10:00
Matthew Parlane
7a4464c3e0
Merge pull request #4599 from stenzek/point-uvs
...
GeometryShaderGen: Use lower-left origin for point texture coordinates
2017-01-08 13:40:55 +13:00
degasus
f6c7a258ed
BlendState: Use masking as a fastpath for the logic op NO_OP.
2017-01-06 14:01:39 +01:00
degasus
23b0faeba5
OGL: Use VideoCommon blend state for framebuffer configuration.
2017-01-06 14:01:39 +01:00
degasus
3df828463d
VideoCommon: Assembly blending state in a shared state object.
2017-01-06 14:01:36 +01:00
BhaaL
23d99f2f2c
specify custom brace style to fix unions
...
BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Stenzek
176177af49
GeometryShaderGen: Use lower-left origin for point texture coordinates
...
From what I can tell, the emulated GPU places (0,0) at the lower left of
the image, and we were generating texture coordinates so that (0,0) was
at the upper-left in the expansion geometry shader, causing textures
used by point sprites to be flipped vertically.
Fixes the upside-down A button in Mario Golf.
2017-01-04 20:23:07 +10:00
Stenzek
5f3c878ba2
FifoPlayer: Save/restore texture memory state for fifo logs
2017-01-03 21:16:05 +10:00
Jules Blok
a2e191649d
Merge pull request #4471 from Armada651/hybrid-depth
...
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
2016-12-29 18:49:27 +01:00
Jules Blok
ee7a2edf35
Update comments
2016-12-27 21:32:52 +01:00
degasus
d0a73c1d90
TextureCache: Add a dirty bit for partial updates on overlapping EFB copies.
2016-12-27 17:26:04 +01:00
Jules Blok
ef82aebb97
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
2016-12-27 14:31:17 +01:00
degasus
abf9bb170b
TextureCache: Drop unused parameter in backend API.
2016-12-26 22:10:32 +01:00
degasus
04f319066d
TextureCache: Extract BP enum check to VideoCommon.
...
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
Tillmann Karras
44acd9fdb9
VideoCommon: use u32 for texture addresses
2016-12-25 18:48:19 +01:00
Lioncash
c5243d6d12
CommandProcessor: Remove unimplemented prototypes
2016-12-24 01:15:50 -05:00
Mat M
9160be50db
Merge pull request #4224 from lioncash/tcache
...
TextureCacheBase: Eliminate static state
2016-12-23 04:33:42 -05:00
Stenzek
01047319f8
Merge pull request #4517 from stenzek/mp3-blotches
...
TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
2016-12-19 22:11:38 +10:00
Stenzek
344f2e57f6
VideoCommon: Use avg(color1, color2) for color3 in CMPR textures
2016-12-19 20:17:44 +10:00
Stenzek
accce4294a
TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
2016-12-15 02:20:46 +10:00
Stenzek
5aaa5141ed
PixelShaderGen: Fix incorrect indexing of tevLerpBias
...
Fixes the white box in the fortune street fifolog.
2016-12-13 00:03:25 +10:00
Markus Wick
d64c9dd5c9
Merge pull request #4419 from degasus/master
...
Jit64: Fix a few trivial PIE issues.
2016-12-12 10:58:16 +01:00
Lioncash
8dcb05802b
ShaderManagers: Use aggregate initialization for some variables.
...
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00
Lioncash
58a5395173
TextureCacheBase: Eliminate static state
2016-12-09 16:50:37 -05:00
Léo Lam
31ccfffd38
Common: Add alignment header
...
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
degasus
5082a664c8
VertexLoaderX64: Avoid unchecked pointer cast.
2016-12-04 13:09:16 +01:00
Stenzek
adc22a5e20
VideoCommon: Add method for calculating full-scale framedump rectangles
2016-11-28 21:54:54 +10:00
Stenzek
6db0ee9561
VideoCommon: Remove backbuffer size parameters from methods
...
We have the s_backbuffer_{width,height} fields to represent this, so
there's no point in passing them as parameters every time.
2016-11-28 20:14:59 +10:00
Stenzek
a83ca587c6
VideoCommon: Make FramebufferManagerBase::GetTargetSize public
2016-11-28 20:14:59 +10:00
Stenzek
a0a62c0f46
VideoConfig: Add option for full-resolution frame dumping
2016-11-28 20:14:59 +10:00
Stenzek
681294586b
Merge pull request #4455 from stenzek/png-frame-dumping
...
VideoCommon: Support dumping frames to images
2016-11-28 20:03:50 +10:00
Léo Lam
72e3f1ecec
Remove unnecessary ConfigManager includes
...
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)
2016-11-27 22:38:38 +01:00
Stenzek
6d0b9b816f
VideoCommon: Support dumping frames to images
...
This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
2016-11-23 12:07:49 +10:00
Jules Blok
7e35a47b51
Cosmetics.
2016-11-13 22:17:40 +01:00
Jules Blok
d7cf5e28b6
Frame: Use PauseAndLock when switching fullscreen modes.
...
This allows us to regain exclusive mode directly from OnActive().
2016-11-11 20:36:10 +01:00
Jules Blok
0a194f8a3e
VideoConfig: Remove fullscreen flags.
...
These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
2016-11-11 20:36:09 +01:00
Jules Blok
c21efa0cad
D3D: Move exclusive mode switching to UI thread.
...
This prevents deadlocks when switching to exclusive mode.
And it also allows the CPU thread to block until we've completed the switch.
2016-11-11 20:36:04 +01:00
Jules Blok
8203ea929b
BlockingLoop: Yield to UI message pump while waiting.
2016-11-11 13:37:02 +01:00
degasus
193dd97759
VideoCommon: Drop FlipImageData.
...
This function isn't used any more, and good code shouldn't use it at all. Use negative strides instead.
2016-11-10 12:59:22 +01:00
degasus
52caa4f2f5
VideoCommon/Render: Inplace frame dump encoding.
...
This increase the performance of good backends a bit, but slows down the bads one a lot.
Let's fix those backends instead of forcing stupid memcpy in the common code.
2016-11-10 12:59:19 +01:00
degasus
a47332bf8a
VideoCommon/Render: Use a flag for screenshot.
2016-11-07 22:16:34 +01:00
degasus
d79840078f
Renderer: Threaded frame dumping.
2016-11-07 22:11:13 +01:00
degasus
3c65c5f2c5
AVIDump: Drop frames which are delayed over a savestate.
2016-11-04 18:39:50 +01:00
degasus
be29090aae
AVIDump: Add a struct for the state.
...
So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
degasus
dad5041737
AVIDump: Inline OSD error handling.
...
This fixes a review feedback in PR #4345 .
2016-11-04 18:03:14 +01:00
degasus
03d8efc270
AVIDump: Merge redundant variables.
...
They were always the same. We also don't scale at all.
2016-11-04 18:03:14 +01:00
degasus
112e18a5d1
AVIDump: Drop stored frame.
...
This used an invalid pointer, which was only valid within AddFrame.
This drops a feature which shall dump the last frame as it might was dropped before.
A good implementation however should "overwrite" the last frame if the time matches.
But this needs to delay every frame a bit.
2016-11-04 18:03:14 +01:00
Markus Wick
9ce1cdde98
Merge pull request #4414 from linkmauve/single-newline
...
Remove double newlines at the end of *_LOG messages
2016-11-02 12:20:46 +01:00
Emmanuel Gil Peyrot
c9e6b05ce9
Core: Remove double newlines at the end of *_LOG messages.
2016-11-02 02:09:33 +00:00
Jules Blok
2058a49465
PixelShaderGen: Remove unused global variable.
2016-10-31 15:02:08 +01:00
Jules Blok
086f839435
DriverDetails: Make the bug identifiers humanly readable.
2016-10-31 15:02:08 +01:00
Markus Wick
b9e4370023
Merge pull request #4383 from Sintendo/minor-text-fixes
...
Fix minor comment typos
2016-10-31 12:51:42 +01:00
Markus Wick
d5ca153c26
Merge pull request #4401 from JosJuice/rename-getuniqueid
...
DiscIO/SConfig: Rename GetUniqueID to GetGameID
2016-10-31 12:39:27 +01:00
Jules Blok
d0e60492cf
PixelShaderGen: Don't use a global variable.
2016-10-30 00:48:02 +02:00
Jules Blok
d778400133
DriverDetails: Add OS X to the dual-source blending bug.
2016-10-30 00:47:02 +02:00
Jules Blok
ce9f717045
OGL: Fall back to the old dual-source blending behaviour.
2016-10-29 18:00:22 +02:00
JosJuice
1081497cad
DiscIO/SConfig: Rename GetUniqueID to GetGameID
...
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Jules Blok
afe707bc18
DriverDetails: Disable dual-source blending on AMD OGL drivers.
2016-10-27 22:03:25 +02:00
Jules Blok
9e21ac8607
Merge pull request #4360 from VinDuv/fix-shader-compile
...
VideoCommon: Fix GetInterpolationQualifier calls
2016-10-25 11:53:20 +02:00
Sintendo
f163bd1048
Fix various comment typos
2016-10-24 18:27:49 +02:00
Jules Blok
122ce96ed1
PixelShaderGen: Don't use dual source blend if unsupported.
2016-10-24 00:11:55 +02:00
Jules Blok
5c406b5ef0
PixelShaderGen: Fix implicit type conversions.
2016-10-23 19:54:28 +02:00
Jules Blok
2536e37ec5
Merge pull request #4194 from Armada651/efb-source-format
...
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
Vincent Duvert
8bb459aae5
VideoCommon: Fix GetInterpolationQualifier calls
...
Commit 4969415
modified calls to GetInterpolationQualifier, but mistakenly changed the order of some boolean parameters: GetInterpolationQualifier(true, false) was changed to GetInterpolationQualifier(…, false, true).
Should fix #9783 .
2016-10-16 12:48:32 +02:00
degasus
1cc1876002
Revert "Merge pull request #4286 from shuffle2/Aestek-clean-osd"
...
This reverts commit 5c0fa4db4f
, reversing
changes made to b8731eb818
.
2016-10-15 12:44:37 +02:00
degasus
b8a1611f4a
Revert "Merge pull request #4287 from shuffle2/typo-fix"
...
This reverts commit 6bff97ea30
, reversing
changes made to 5c0fa4db4f
.
2016-10-15 12:33:27 +02:00
Mat M
b15bcc6aa0
Merge pull request #4341 from degasus/syncgpufix
...
SyncGPU: Fix savestate.
2016-10-12 07:23:38 -04:00
degasus
22681ad975
SyncGPU: Fix savestate.
2016-10-11 18:29:53 +02:00
Jules Blok
93109df654
PixelShaderGen: Use dual source blending to do 8-bit blending.
2016-10-10 15:34:55 +02:00
Jules Blok
d61ae5a88a
PixelShaderGen: Only set dither uid bit if actually used.
2016-10-10 14:32:21 +02:00
Jules Blok
e8cddae132
VideoConfig: Turn on ForceTrueColor by default.
2016-10-10 14:31:53 +02:00
Jules Blok
365e88e311
VideoConfig: Add an option to force RGB8 EFB format.
2016-10-10 14:31:53 +02:00
Jules Blok
31a4ee7bfc
PixelShaderGen: Always truncate the alpha channel to 6-bit.
2016-10-10 14:30:14 +02:00
Jules Blok
9bc466a443
PixelShaderGen: Add support for dithering.
2016-10-10 14:30:14 +02:00
Jules Blok
b958457e51
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-10 14:27:30 +02:00
degasus
9f264c0872
AVIDump: Move CoreTiming into caller.
2016-10-10 12:03:18 +02:00
Markus Wick
a583d36c7f
Merge pull request #4326 from degasus/framedump
...
Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
shuffle2
c8cb1fa7d7
Merge pull request #4319 from leoetlino/sysconf
...
Don't read/store settings directly from/to SYSCONF (and fix config restore)
2016-10-09 02:34:52 -07:00
shuffle2
3ec91a4e33
Merge pull request #4330 from ligfx/no_vulkan_on_mac
...
Don't build Vulkan video backend on macOS
2016-10-08 20:58:18 -07:00
Markus Wick
a86b2c15d8
Merge pull request #4322 from Helios747/I_hate_features
...
Remove Frameskip
2016-10-08 21:41:43 +02:00
degasus
64927a2f81
Renderer: Merge screenshot logic into VideoCommon.
2016-10-08 19:38:57 +02:00
anthony
b427ead0cc
Remove Frameskip
2016-10-08 11:49:51 -05:00
degasus
21e42c68c4
Renderer: Remove write-only variable.
...
Sorry, merge failure.
2016-10-08 18:26:43 +02:00
degasus
db0509560e
AVIDump: Hard code rgba.
2016-10-08 18:16:32 +02:00
degasus
0864ef4352
VideoCommon: Add custom stride for framedumping.
2016-10-08 15:44:54 +02:00
degasus
b5a91e1dfa
Framedumps: Add finish() function to limit memory lifetime.
2016-10-08 15:39:22 +02:00
degasus
ebc617882b
VideoCommon: Drop RepeatFrameDumpFrame helper.
...
This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
degasus
d078309827
ImageWriter: Don't use inplace alpha truncation.
...
This may lead to errors in the D3D backend, as we overwrite read-only memory.
2016-10-08 12:02:49 +02:00
Markus Wick
4ba1100f31
Merge pull request #4269 from degasus/singlecore
...
Fifo: Fix SyncGPU on dual core mode.
2016-10-08 01:26:34 +02:00
Léo Lam
39fd6dcd5b
Fix missing includes
...
Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
degasus
8c999f9ee8
VideoCommon: Mark framedump variables as private.
...
And rename them to the new naming scheme.
2016-10-07 23:17:21 +02:00
degasus
f45ddddf1c
VideoCommon: Add shared framedumping code.
2016-10-07 23:07:40 +02:00
Michael Maltese
f301ebf780
Don't build Vulkan video backend on macOS
...
There's no official implementation of the Vulkan API,
and Dolphin currently isn't set-up to work with the
single, commercially-available third-party implementation.
2016-10-06 16:53:55 -07:00
Stenzek
b6d09c61ed
TextureCache: Don't re-use pooled textures within the same frame
...
This is an issue because a driver may have to maintain two copies of a
texture if it batches all uploads together at the start of a frame.
In the Vulkan backend, we do something similar to avoid breaking out of a
render pass to copy a texture from the streaming buffer to the destination
image.
This was causing issues in the sms-bubbles fifolog, where an EFB copy to
the same address of a previously-used texture caused the previous texture
to be re-used again for a different image later on in the frame, causing
the original contents to be discarded.
2016-10-06 20:23:37 +10:00
Markus Wick
ef1bfc26b2
Merge pull request #4291 from degasus/shader_gen
...
PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
shuffle2
50fef592d7
Merge pull request #4296 from RisingFog/fix_frame_dump
...
Fix frame dumps on file close in certain situations
2016-10-04 17:25:40 -07:00
Chris Burgener
43c48a6f48
Fix frame dumps on file close in certain situations
2016-10-04 09:26:23 -04:00
Shawn Hoffman
55af20a439
Remove '\n' from OSD messages; they would be converted to '?'
2016-10-04 03:52:13 -07:00
degasus
6d2827ff6b
PixelShader: Drop redundant warning.
...
This warning was raised both on UID generation and on shader generation.
2016-10-04 10:13:46 +02:00
degasus
083be0832f
LightingShader: Drop xfmem usage.
...
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00
degasus
829fc8f0ad
PixelShaderGen: Drop dstAlphaMode constant in shader generation.
...
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Shawn Hoffman
c11aba296c
Follow-up for OSD cleanup:
...
people probably want to see decimal instead of hex...
2016-10-03 20:42:04 -07:00
Shawn Hoffman
fa5fa8e094
Clean OSD messages code
...
Some OSD messages were displayed in RenderBase.cpp using global variables and some code duplicated
in OnScreeDisplay.cpp.
Now all messages are displayed using functions in the OSD namepace.
* OSDChoice and OSDTime global variables are gone
* All OSD logic is kept at the same place
* All messages are properly aligned
* Clean characters for all OSD messages
Original commit:
commit f0ec61c057
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Aug 7 16:08:41 2016 +0200
2016-10-03 19:37:18 -07:00
Chris Burgener
55478af832
Fix frame dump crash when resolution changes
2016-10-03 19:50:35 -04:00
Shawn Hoffman
86112c7258
VideoCommon: Minor changes
...
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
degasus
12f050bb8e
Fifo: Fix SyncGPU.
2016-10-03 10:38:16 +02:00
shuffle2
0e3f91d88b
Merge pull request #4148 from RisingFog/frame_dump_fixes
...
Fix frame dump issues where frame dumping stops before next drawn frame
2016-10-02 21:10:35 -07:00
Mat M
ccfc081697
Merge pull request #4245 from aldelaro5/logs-levels-changes
...
Lots of Logs levels changes (also enable INFO level in every build)
2016-10-02 16:51:44 -04:00
aldelaro5
f0aa9b3751
Reorganise a ton of logs level
...
Most of this commits changes performance decreasing logs from info to debug and also cleans up innacurate levels.
2016-10-01 15:50:28 -04:00
Lioncash
361c7c9c09
VertexManagerBase: Make class constants constexpr
2016-10-01 03:37:17 -04:00
Lioncash
e61eb34ae6
VertexManagerBase: Get rid of a u16 cast
...
Just using the direct value is more straightforward
2016-10-01 01:05:43 -04:00
Stenzek
bac8c2d441
Vulkan: Work around indexed fragment output bug on AMD drivers
2016-10-01 02:40:02 +10:00
Stenzek
77a128ab87
Implement experimental Vulkan backend
2016-10-01 02:40:01 +10:00
Stenzek
828aac7890
VideoBackends: Make TextureCache::CompileShaders return a bool
2016-10-01 01:09:12 +10:00
Stenzek
6a99cbd9fc
VideoCommon: Call Renderer::SurfaceChanged on render parent resize
...
This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
2016-10-01 01:09:12 +10:00
Stenzek
5346078791
VideoCommon: Add config fields for multithreading and validation layers
2016-10-01 01:09:12 +10:00
Stenzek
09638e714e
VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan
2016-10-01 01:09:12 +10:00
Stenzek
a71381e80a
VideoCommon: Add APIType entry for Vulkan
2016-10-01 01:09:11 +10:00
Stenzek
75e4e42e56
ShaderGen: Work around issue with glslang and dynamic vector subscripts
...
Seems that vec[eye] will select vec.x no matter what the value of eye is.
2016-10-01 01:09:11 +10:00
Stenzek
7f3a876aae
ShaderGen: posmtx should be a 4-component unsigned byte
...
This is a global change across backends, so should be tested for
regressions.
2016-10-01 01:09:11 +10:00
Stenzek
d9c034e8cc
ShaderGen: Specify attribute/output locations/bindings explicitly
...
This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Markus Wick
3696c2b022
Merge pull request #4210 from degasus/arm
...
JitArm64: Small cleanup + speedups.
2016-09-27 18:45:14 +02:00
Markus Wick
9525a9e048
Merge pull request #3490 from degasus/singlecore
...
Fifo: Use SyncGPU timings for single core.
2016-09-27 10:33:47 +02:00
degasus
732e0ff03a
VertexLoaderArm64: Mark register allocation as static const.
2016-09-26 22:19:07 +02:00
degasus
258f48572d
VertexLoaderJit: Fix out-of-bounds access for zfreeze.
...
This fixes a GCC6.1 warning.
2016-09-17 16:47:12 +02:00
degasus
735da0ed69
Fifo: Use SyncGPU timings for single core.
2016-09-17 16:25:13 +02:00
Jules Blok
da43f9a156
PixelShaderGen: Always divide the texture coordinates by q.
...
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
2016-09-07 21:13:16 +02:00
Chris Burgener
69eed56256
Fix recursive code
2016-09-06 22:45:50 -04:00
Scott Mansell
0119f1302f
Merge pull request #4177 from phire/useless_cases
...
BPStructs: remove case statements which never match.
2016-09-06 00:56:09 +12:00
Scott Mansell
a665743b70
BPStructs: remove case statments which never match.
...
Visual Studio's code analyzer complains about these.
2016-09-06 00:40:49 +12:00
EmptyChaos
aa16282516
Core: Change CoreTiming event key from int to EventType*
...
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
Jules Blok
d072d6d336
Merge pull request #4170 from Armada651/float-abs
...
VertexShaderManager: Explicitly use floating-point variant of abs.
2016-09-01 19:03:03 +02:00
Jules Blok
9fb6f93ca1
PixelEngine: Add missing static specifier for `s_token_finish_mutex`.
2016-09-01 17:28:48 +02:00
Jules Blok
376cadb862
VertexShaderManager: Explicitly use floating-point variant of abs.
...
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
Jules Blok
50984d85b0
Merge pull request #4164 from Armada651/sonic-clipping
...
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
EmptyChaos
e0d4dc6fed
VertexShaderGen: Fix D3D X3014 compile error
...
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok
debaf63fe8
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
...
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Preston Smith
94cbe0c12a
Comments
2016-08-31 06:40:50 -05:00
Preston Smith
5a6b876dbd
Hardware renderer fix
2016-08-30 18:33:23 -05:00
Jules Blok
92920c4005
TextureCacheBase: Address 0x0 is valid, don't you dare ignore it.
2016-08-30 16:45:49 +02:00
Chris Burgener
df0f7657d0
Fix frame dump issues where frame dumping stops before next drawn frame
2016-08-24 13:00:25 -04:00
Jules Blok
35a270d2a8
TextureConversionShader: Don't use the float specifier in shader code.
2016-08-24 17:42:32 +02:00
Jules Blok
f7987017a0
PixelShaderManager: Use signed integers for the depth range parameters.
2016-08-23 15:54:05 +02:00
Jules Blok
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
Markus Wick
52af0770c3
Merge pull request #4141 from lioncash/vtx
...
VertexManagerBase: Get rid of static state
2016-08-23 07:33:25 +02:00
Lioncash
2bf05a544d
VertexManager: Correct variable naming scheme
...
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Markus Wick
10d20d47aa
Merge pull request #4132 from lioncash/enum-fifo
...
Fifo: Make SyncGPUReason an enum class
2016-08-22 16:49:40 +02:00
Lioncash
1392efa91d
VertexManagerBase: Get rid of static behavior
2016-08-21 23:30:38 -04:00
JosJuice
31c530c7b3
Merge pull request #3386 from lioncash/memory
...
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Lioncash
5635d4b709
Fifo: Make SyncGPUReason an enum class
2016-08-18 22:35:58 -04:00
Jules Blok
e86d7cbc99
OGL: Workaround gl_ClipDistance bug on Mesa i965.
2016-08-18 01:08:39 +02:00
Jules Blok
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
Jules Blok
8c1c7fc2da
Cosmetics.
2016-08-15 13:11:30 +02:00
Jules Blok
959d1879e5
VertexShaderGen: Fix far clipping.
...
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +02:00
Jules Blok
afa251af42
DriverDetails: Add bug for broken gl_ClipDistance on i965.
2016-08-15 13:11:28 +02:00
Jules Blok
94927f360f
VideoCommon: Add a user-defined far clipping plane.
2016-08-15 13:11:28 +02:00
Jules Blok
9596ec8971
GeometryShaderGen: Pass-through clipping distance.
2016-08-15 13:11:27 +02:00
Jules Blok
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
...
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok
4582853af4
VertexShaderGen: Use reversed depth range.
2016-08-15 13:11:26 +02:00
Jules Blok
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
Jules Blok
b1ed7e80fb
VertexShaderGen: Clip z using user-defined clipping planes.
2016-08-15 13:11:25 +02:00
Jules Blok
159247f4ad
VertexShaderGen: Clamp to the console depth range.
...
This fixes the Mii Channel among others.
2016-08-15 13:11:24 +02:00
Jules Blok
92aa7669b5
VertexShaderManager: Use a more accurate depth range.
...
This fixes the gxtest_depth hwtest.
2016-08-15 13:11:24 +02:00
Jules Blok
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
Léo Lam
c1184957a5
Run clang-format on missed files
...
`clang-format`s files that lint missed because of the bug. Fortunately,
not much.
2016-08-11 21:14:39 +02:00
JosJuice
3443a10030
CoreTiming: Merge ScheduleEvent variants into one function
...
Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
2016-08-11 12:45:57 +02:00
Léo Lam
dca22e08eb
Use Common::Flag and Common::Event when possible
...
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
2016-08-10 16:08:15 +02:00
degasus
82bdc4ef86
PixelEngine: Delay token updates by events.
...
To still get a speedup, mark if already an event is queued.
If so, don't raise a new event.
2016-08-10 13:24:57 +02:00
degasus
a051db9792
PixelEngine: Cleanup PE Token.
...
This also affects the behavior a bit, it should now fit better to the one of the commonly more used PE Finish flag.
2016-08-10 10:07:53 +02:00
degasus
367e1b4d4c
PixelEngine: Drop write-only variables.
2016-08-10 10:07:53 +02:00
Lioncash
e01c143379
Common: namespace MemoryUtil
2016-08-07 13:03:07 -04:00
Chris Burgener
222c4ba077
Remove Global Declarations from Movie
2016-08-04 15:24:44 -04:00
Lioncash
8b5e94a102
FifoPlayer: const correctness
2016-08-01 18:33:46 -04:00
Markus Wick
e281273cd7
Merge pull request #4047 from lioncash/enum-fwd
...
VideoCommon: Make API_TYPE an enum class
2016-07-31 10:38:42 +02:00
Lioncash
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
...
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
Pierre Bourdon
d7de39ebbe
Merge pull request #3588 from Aestek/feature/improve-netplay-dialog
...
Improve netplay UX
2016-07-26 02:12:22 +02:00
Pierre Bourdon
c6924b4d03
Merge pull request #4036 from RisingFog/rtc_osd
...
Display RTC on OSD
2016-07-25 15:36:03 +02:00
Aestek
6a0fc4c438
Improve netplay setup dialog UX
...
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
Chris Burgener
0ef1ee7a83
Display RTC on OSD
2016-07-22 09:58:34 -04:00
Chris Burgener
37a0c9c404
Check for zero height when splitting video dump
2016-07-21 11:28:10 -04:00
EmptyChaos
5adb29b6cb
Fifo: Call AllowSleep instead of Wakeup when pausing.
...
BlockingLoop was being woken when the emulator was being paused
which would cause the loop to busy spin. Issue 9692.
2016-07-19 15:20:17 +10:00
Anthony J. Bentley
de6babb928
Add an OpenBSD driver identifier.
2016-07-17 04:13:06 -06:00
comex
42660292f6
Use newer ffmpeg APIs to avoid deprecation warnings.
2016-07-10 21:36:18 -04:00
Pierre Bourdon
7ee6d08213
Merge pull request #3961 from phire/less_virtual_xfb_lag
...
XFB: Send image to screen at start of field (Reduce VirtualXFB latency)
2016-07-10 03:01:26 +02:00
Chris Burgener
d00c013339
Remove VI count limit on Movie playback
2016-07-09 20:35:01 -04:00
Scott Mansell
35566316ed
XFB: Send image to screen at start of field.
...
This is much more accurate to the hardware, and saves around 16ms
of latency.
2016-06-28 15:12:43 +12:00
Chris Burgener
28a3691e70
Merge pull request #3930 from RisingFog/split_video_dump_resolution
...
Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Léo Lam
d9fc1e01b4
LightingShaderGen: Fix formatting
2016-06-26 16:35:44 +02:00
Markus Wick
6b01eca3a0
Merge pull request #3950 from phire/fix-warnings
...
VideoCommon: Fix some warnings.
2016-06-26 13:37:15 +02:00
Scott Mansell
d958388617
VideoCommon: Fix some warnings.
2016-06-26 23:10:31 +12:00
degasus
d79aeaa1e9
VideoCommon: Drop GetConfigName.
...
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
degasus
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
Scott Mansell
b16333a25c
Merge pull request #3716 from degasus/coretiming
...
CoreTiming: Drop ProcessFifoWaitEvents.
2016-06-26 22:13:05 +12:00
degasus
4c5f8f9c91
CoreTiming: Drop ProcessFifoWaitEvents.
...
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Scott Mansell
2f134c5c36
Remove the rest of ShaderDebugging.
...
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
Scott Mansell
95469ec225
Remove UID Checker.
...
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
...
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
...
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
Scott Mansell
fa02f47729
Multithreadded Shadergen: First pass over geometery Shadergen.
2016-06-26 16:13:20 +12:00
Scott Mansell
4969415f38
Remove global refrences from common code.
...
Bug Fix: Previously vertex shaders and geometery shaders didn't track
antialaising state in their UIDs, which could cause AA bugs
on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell
0d996f512b
Multithreadded Shadergen: First pass over pixel Shadergen
...
Bug Fix: It was theoretically possible for a shader with depth writes
disabled to map to the same UID as a shader with late depth
writes.
No known test cases trigger this.
2016-06-26 16:13:20 +12:00
Scott Mansell
e99364c7c9
UID Change: Fix bug with indirect stage UIDs
...
Bug Fix: The normal stage UIDs were randomly overwriting indirect
stage texture map UID fields. It was possible for multiple
shaders with diffrent indirect texture targets to map to
the same UID.
Once again, it dpesn't look like this bug was ever triggered.
2016-06-26 16:13:19 +12:00
Scott Mansell
03f2c9648d
Shader UID change: Only store the two bits of components we need.
...
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.
It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
2016-06-26 16:13:19 +12:00
Scott Mansell
53c402dbc5
Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
...
The only code which touches xfmem is code which writes directly into
uid_data.
All the rest now read their parameters out of uid_data.
I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.
As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.
Bug Fix: The about optimisation was also broken, applying the color light
equation to the alpha light channel instead of the alpha light
euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
degasus
59e4882af3
nullvideo: initial release of null video backend
2016-06-25 22:40:23 +02:00
Chris Burgener
88dbaf1fa5
Split Video Dumps on Resolution Change
2016-06-25 11:39:41 -04:00
Pierre Bourdon
5fcb4bb3ab
Further fixes to the formatting change. WX sucks.
2016-06-24 12:16:10 +02:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Scott Mansell
d197f489b9
analytics: Report OpenGL's adapter name too.
2016-06-20 23:54:44 +12:00
Pierre Bourdon
c4f5c471bb
Externals: Add libcurl.
2016-06-18 18:31:40 +02:00
Scott Mansell
96ab76f81d
TextureCache: Rename functions and add comments to clear up docs
2016-06-18 04:27:16 +12:00
Scott Mansell
94eaacae30
TextureCache: Track efb copies used in a partially updated texture
...
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.
I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
2016-06-17 23:46:22 +12:00
Stenzek
89e54fbd6c
OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
...
Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
degasus
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
degasus
7517d126c8
DriverDetails: Drop BUG_BROKENALPHATEST.
...
This flag is not in use at all.
2016-05-11 21:22:09 +02:00
degasus
6219c39cf5
OGL: Drop QC ES3.1 workaround.
...
This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
Stenzek
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
Mathew Maidment
2d7dfa060e
Merge pull request #3796 from endrift/indtev-simplify
...
VideoCommon: Workaround Intel OS X bug again
2016-04-29 19:59:45 -04:00
mimimi085181
8c34463f14
Make integral auto IR(multiple of 640x528) work as expected
...
Right now, it's possible that x and y are scaled differently, if efb and xfb size are not the same.
2016-04-26 23:25:38 +02:00
Jeffrey Pfau
d6517a761c
VideoCommon: Simplify indirect texture lookup code slightly
2016-04-23 22:55:52 -07:00
Jeffrey Pfau
aa736bf258
Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups"
...
This reverts commit 1f1b127b69
.
2016-04-23 22:55:42 -07:00
Pierre Bourdon
2063fc671a
Merge pull request #3748 from mimimi085181/partial-updates-paletted-textures
...
Partial updates for paletted textures
2016-04-11 21:47:24 +02:00
Pierre Bourdon
61ea5328f7
Merge pull request #3774 from phire/Fix_Metroid_Other_M
...
Fix Metroid: Other M
2016-04-11 21:43:20 +02:00
degasus
ef01f234df
PixelShaderGen: Fixes implicit type conversion or PR #3772 .
...
This regression did only happen on OpenGL ES.
2016-04-10 12:49:32 +02:00
Pierre Bourdon
c4af588945
Merge pull request #3772 from degasus/shader_opt
...
PixelShaderGen: Move constant multiplication to constant generation.
2016-04-10 01:20:34 +02:00
mimimi085181
9f625417c0
Partial updates for paletted textures
...
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
2016-04-09 18:22:36 +02:00
Pierre Bourdon
e98fb0af84
Merge pull request #3752 from mimimi085181/remove-use-only-once-restriction-partial-updates
...
Remove the restriction to use efb copies only once as partial update
2016-04-09 18:10:20 +02:00
Scott Mansell
5e50c37c13
Alternative fix: promote cycleslate to an s64 everywhere.
...
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
degasus
10e4f7e7bf
PixelShaderGen: Move constant multiplication to constant generation.
...
No need to do this within the shader per pixel if it can be done once.
2016-04-09 12:25:00 +02:00
mimimi085181
befb2e4809
Partial texture updates: Allow the efb copy to start before the texture
...
This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.
It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
2016-04-02 20:34:49 +02:00
Stenzek
e6b2212ec0
ShaderGen: Only specify storage qualifier in interface block when needed
...
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.
AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.
Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
2016-03-30 00:42:50 +10:00
mimimi085181
2dd9e6bfe2
Remove the restriction to apply efb copies only once as partial update
...
I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.
Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
2016-03-27 04:13:20 +02:00
Pierre Bourdon
2fd0884347
Merge pull request #3672 from EmptyChaos/d3d-anisotropy
...
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Pierre Bourdon
ae4cb12033
Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers
...
Workaround OS X video driver bug #24983074
2016-03-26 01:43:32 +01:00
EmptyChaos
0b9a72a62d
VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
2016-03-24 13:43:29 +11:00
EmptyChaos
902e5cddf7
VideoBackends: Do not use Anisotropy on Point filtered textures.
...
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
Pierre Bourdon
647fec92a0
Merge pull request #3266 from mimimi085181/partial-updates-with-parts-of-efb-copies
...
Partial texture updates with parts of efb copies
2016-03-18 01:11:59 +01:00
Pierre Bourdon
421a67d7cc
Merge pull request #3684 from Sonicadvance1/fix_vertexshadergen_asserts
...
Fix a few asserts in the VertexShaderGen.
2016-03-17 23:33:53 +01:00
mimimi085181
e4f984d5dd
Minor fixes to the partial updates code
...
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
mimimi085181
80250f47e9
Partial texture updates with parts of efb copies new version
2016-03-16 22:24:10 +01:00
Ryan Houdek
95e7c247df
Merge pull request #3700 from degasus/custom_textures
...
CustomTextures: Fix loading of the last mipmaps.
2016-03-14 09:35:40 -04:00
Ryan Houdek
4c4eaaa1d6
Merge pull request #3570 from endrift/indtev-reduce-shifting
...
VideoBackend: Remove extraneous shifts from indirect texture lookups
2016-03-10 13:12:47 -05:00
Ryan Houdek
3ab7806e24
Workaround OS X video driver bug #24983074
...
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
2016-03-09 09:11:00 -06:00
Pierre Bourdon
c24c278ce9
Merge pull request #3709 from Sonicadvance1/mesa_intel_geometry_shaders
...
Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
2016-03-04 18:02:26 +01:00
Ryan Houdek
ff0aac82b5
Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
2016-03-04 10:45:13 -06:00
Ryan Houdek
e60f0b3cf0
Merge pull request #3551 from RisingFog/videodump_proper_delay
...
Properly Handle Video Dumping from Power On
2016-03-03 10:38:36 -05:00
Pierre Bourdon
265c6408d6
Merge pull request #3686 from Armada651/revert-3578
...
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
2016-03-03 02:03:03 +01:00
degasus
1544e4049d
CustomTextures: Fix loading of the last mipmaps.
...
Non-square textures still have mipmaps down to 1x1.
2016-03-02 23:25:04 +01:00
Mathew Maidment
3a47845226
Merge pull request #3675 from rohit-n/build-pch
...
Fix building with PCH disabled.
2016-03-01 18:22:53 -05:00
Ryan Houdek
a8c37e5d6b
Remove two more asserts in VertexShaderGen.
...
As confirmed by a hardware test if we are using the texgen type of COLOR_STRGBC0/STRGBC1 then it sets the texture coordinates to those values
regardless of what the input form or source row is.
Thanks to Ornox for testing again
2016-02-29 16:45:51 -06:00
Ryan Houdek
92e9382e61
Confirm with hardware test that the high bit of the input form is ignored.
...
Thanks to Ornox for testing
2016-02-29 16:45:51 -06:00
Ryan Houdek
e1d36f91fc
Fix a few asserts in the VertexShaderGen.
...
Removes a couple asserts in the vertex shader gen when dealing with the input form.
Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0
The other input form available is AB11, which sets the last two components to 1.0 (Theoretically).
No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences.
Confirmed correct by hardware test
2016-02-29 16:43:44 -06:00
Jules Blok
6d1628eda4
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
...
This reverts commit e2a1a085b6
, reversing
changes made to 2aea549eef
.
2016-02-29 00:55:51 +01:00
Pierre Bourdon
961901daae
Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
...
Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Rohit Nirmal
14b0a9cf70
Fix building with PCH disabled.
2016-02-26 13:55:34 -06:00
Jules Blok
e2a1a085b6
Merge pull request #3578 from Armada651/forced-slow-depth
...
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
2016-02-22 11:29:09 +01:00
Stenzek
1ce38a136d
TextureConversionShader: Invert depth for Z24 encoder with D3D
2016-02-22 00:09:07 +10:00
Lioncash
1d6ee140f0
VideoBackendBase: Store video backends as unique_ptr
2016-02-20 19:07:40 -05:00
Chris Burgener
d39d193c0f
Properly Handle Video Dumping from Power On
2016-02-19 22:53:58 -05:00
Tillmann Karras
4ecd191a7e
VertexShaderGen: turn pseudo-mod into a simple and
...
The type of posmtx has changed over time: half -> float -> int.
I assume this is supposed to be a modulo.
2016-02-20 03:29:08 +00:00
hdcmeta
8cc686b360
D3D12: Initial commit for D3D12 backend implementation.
2016-02-15 09:48:25 -08:00
hdcmeta
a2e2e36745
D3D12: Additions to VideoCommon to support D3D12 backend.
2016-02-15 09:48:23 -08:00
mimimi085181
bb4d636f34
Copy all layers of textures with CopyRectangleFromTexture
2016-02-14 21:17:06 +01:00
mimimi085181
99555a35ca
For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
...
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
Ryan Houdek
b2b0959f23
Geometry shader bug isn't fixed in 11.1.2 for Intel Sandy Bridge
2016-02-12 07:04:09 -06:00
Ryan Houdek
cf6f9de350
Both Intel and Radeon Mesa geometry shader bugs are fixed in 11.1.2
2016-02-11 12:55:55 -06:00
Jens Nyberg
91772492dd
VideoCommon: Remove unused pow functions
2016-02-10 02:57:09 +01:00
Jules Blok
9805f70913
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
...
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
2016-02-08 12:26:55 +01:00
Lioncash
1df1ba55bb
VideoCommon: Convert some DataReader includes into forward declarations
...
Gets rid of some indirect inclusions in cpp files.
Also this will reduce the amount of rebuilt files if
changes occur in the DataReader header.
2016-01-31 15:19:20 -05:00
Pierre Bourdon
cf20ff48aa
Merge pull request #3480 from phire/memory_stride_too_small
...
Avoid the "Memory stride too small" assert
2016-01-30 13:11:07 +01:00
Tillmann Karras
bf643c98aa
Fix warnings
2016-01-28 23:54:11 +00:00
Ryan Houdek
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
...
Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
Jeffrey Pfau
1f1b127b69
VideoBackend: Remove extraneous shifts from indirect texture lookups
2016-01-25 19:27:26 -08:00
Lioncash
488e7bd46a
Fifo: Get rid of undefined global
...
This declaration doesn't have a matching implementation
so it can be removed entirely.
2016-01-25 05:24:03 -05:00
Lioncash
32ce2be2bf
Fifo: Make g_use_deterministic_gpu_thread a TU-local variable
2016-01-25 05:24:03 -05:00
Lioncash
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
...
This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
Pierre Bourdon
0bd649248f
Merge pull request #3530 from degasus/syncgpufix
...
Fifo: Fix SyncGPU.
2016-01-25 10:46:08 +01:00
Mathew Maidment
bad7242c63
Merge pull request #3559 from lioncash/tcache
...
TextureCacheBase: Simplify init/comparison of TCacheEntryConfig
2016-01-24 17:18:08 -05:00
Mathew Maidment
e9713e19d7
Merge pull request #3561 from lioncash/render
...
RenderBase: Get rid of an undefined global extern
2016-01-24 17:17:48 -05:00
Mathew Maidment
b451b722fb
Merge pull request #3562 from lioncash/cpmem
...
CPMemory: Remove unnecessary extern specifiers from functions
2016-01-24 17:17:31 -05:00
degasus
4295751662
Fifo: More comments for SyncGPU functions.
2016-01-24 11:06:01 +01:00
degasus
cf4478dc92
Fifo: Fix SyncGPU.
...
CBoot::BootUp() did call CoreTiming::Advance which itself blocks on the GPU,
but the GPU thread wasn't started already. This commit moves the SyncGPU
initialization into the Fifo.cpp file and call it after BootUp().
2016-01-24 11:06:01 +01:00
Lioncash
e187c55bdd
OpcodeDecoder: Add namespace
2016-01-24 01:31:36 -05:00
Lioncash
758cd796a7
CPMemory: Remove unnecessary extern specifiers from functions
...
These are defined in CPMemory.cpp, as expected. There's no need for
extern
2016-01-24 01:17:43 -05:00
Lioncash
508c521f10
RenderBase: Get rid of an undefined global extern
...
This doesn't have an implementation, so into
the trash it goes.
2016-01-24 01:07:24 -05:00
Lioncash
59d5935067
TextureCacheBase: Simplify init/comparison of TCacheEntryConfig
2016-01-23 22:57:05 -05:00
Lioncash
f45e1bff37
VideoInterface: Change a global into a translation-unit local variable
2016-01-21 00:39:24 -05:00
Pierre Bourdon
f98176f38a
Merge pull request #3528 from Shugyousha/codedframedeprecated
...
AVIDump: coded_frame is deprecated
2016-01-20 19:40:31 +01:00
Pierre Bourdon
be1a9e4231
Merge pull request #3518 from Sonicadvance1/blacklist_sandy
...
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 19:32:56 +01:00
Ryan Houdek
3dda36bc5b
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 12:13:21 -06:00
Silvan Jegen
59f72d3571
AVIDump: coded_frame is deprecated
...
Setting this is not required anymore as of commit 40cf1bbacc622 of
FFmpeg.
For users of older versions of the libavcodec library we guard the
change with an #if.
2016-01-19 20:38:21 +01:00
Jules Blok
51a36f27e0
Merge pull request #3448 from Armada651/depth-epsilon
...
VertexShaderManager: Add an epsilon hack to the perspective projection.
2016-01-18 20:56:18 +01:00
Pierre Bourdon
24c228c6e9
Merge pull request #3523 from lioncash/video
...
VideoCommon: Header cleanup
2016-01-18 02:24:50 +01:00
Lioncash
d9fec92628
VideoCommon: Header cleanup
...
Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
Stenzek
edebadc093
PixelShaderGen: Use bitwise AND for wrapping indirect texture coordinates
...
(x % y) is not defined in GLSL when sign(x) != sign(y).
This also has the added benefit of behaving the same as sampler wrapping modes, in regards to negative inputs.
2016-01-15 19:46:38 +10:00
Jules Blok
d54291f2e8
Merge pull request #3506 from stenzek/odd-mips
...
TextureCacheBase: Change CalculateLevelSize to match D3D/OGL sizes
2016-01-13 23:10:18 +01:00
Jules Blok
a307883069
Merge pull request #3505 from Armada651/invert-conversion
...
TextureConversionShader: Also invert color encoders if they're used to encode depth.
2016-01-13 12:58:44 +01:00
Stenzek
1f3b90d70a
TextureCacheBase: Change CalculateLevelSize to match D3D/OGL sizes
...
This was causing crashes/driver resets when odd-dimension textures were
being loaded, due to the size we were uploading being larger than the size
of the higher-level texture calculated by the runtime.
2016-01-13 12:54:38 +10:00
Jules Blok
daabd88d69
TextureConversionShader: Also invert color encoders if they're used to encode depth.
2016-01-13 01:08:27 +01:00
degasus
aa430c10d5
VideoState: Simplify dummy wrapper.
2016-01-12 23:28:26 +01:00
degasus
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
degasus
c3481a576b
VideoBackend: Remove simple wrapper functions.
2016-01-12 23:28:26 +01:00
degasus
0c92603fd5
Merge VideoBackendHardware into VideoBackend.
...
And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
Ryan Houdek
5a549ef663
[Android] Add support for rotation and minimizing the application
2016-01-10 13:00:32 -06:00
Ryan Houdek
b4eb5d8e3f
Disable geometry shaders on mesa AMD/ATI drivers.
...
Causes misrenderings in games that uses them.
2016-01-09 15:09:37 -06:00
Ryan Houdek
3f15aa4b57
Add support for framedumping to OpenGL ES.
2016-01-09 00:21:20 -06:00
Scott Mansell
74b772c3be
Avoid the "Memory stride too small" assert
...
EFB2Tex still has no idea what to do with these weird textures so we
simply disable EFB2Tex when one is encountered.
2016-01-09 18:30:29 +13:00
Pierre Bourdon
39971ec039
Merge pull request #3472 from phire/TVs_dont_have_pixels
...
Rework the aspect ratio calculation (Fixes 240p mode)
2016-01-09 04:27:16 +01:00
Pierre Bourdon
bf1c53a6e8
Merge pull request #3451 from RisingFog/libav
...
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-09 01:01:05 +01:00
Chris Burgener
66595b0ac9
Force XVID FourCC for MPEG4 output
2016-01-08 10:22:19 -05:00
Scott Mansell
9c0dae47ca
Normalize aspect ratio calculations to 4:3
...
Video Interface simply isn't aware about widescreen.
Instead, the render class can multiply by 1.3333333 to get
the 16:9 aspect ratio.
2016-01-08 13:31:48 +13:00
Chris Burgener
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
Pierre Bourdon
22555312de
Merge pull request #3464 from Armada651/stereo-warnings
...
VideoConfig: Don't give warnings for per-game stereoscopy parameters.
2016-01-07 00:35:14 +01:00
Jules Blok
1e111421e9
VideoConfig: Don't give warnings for per-game stereoscopy parameters.
2016-01-06 22:21:12 +01:00
degasus
efbe5bc4b6
VideoSW: Use more VideoCommon
...
Now we require lots of empty functions, but this removes by far more duplicated code.
2016-01-06 22:10:29 +01:00
JosJuice
03091ce180
HiresTextures: Refactor getting directory
2016-01-06 19:35:16 +01:00
JosJuice
42237dc511
Merge pull request #3456 from JosJuice/custom-texture-all-regions
...
HiresTextures: Also look for directories with 3-character IDs
2016-01-06 14:43:49 +01:00
JosJuice
a2b45a4b82
HiresTextures: Also look for directories with 3-character IDs
...
People who make texture packs usually release them using a specific ID
(for instance SX4E01). Users who have a different version of the game
(like the PAL version SX4P01) then need to rename the custom texture
folder to match. This is a lot simpler than renaming every texture file,
as was required with the old texture format, but it's still something
that users can forget to do. To make that unnecessary, this change makes
it possible to use three-character region-free IDs for custom texture
folders, similarly to how game INIs can use three-character IDs. Once
most people have updated to Dolphin versions that include this change,
those who make texture packs will be able to name them with
three-character IDs, removing the need for users to rename anything.
2016-01-06 14:33:36 +01:00
degasus
3ff4ec275a
Throttler: Rename "framelimiter" to "emulation speed".
...
We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.
2016-01-05 23:39:05 +01:00
Markus Wick
0da8bd0f61
Merge pull request #3444 from RisingFog/avidumpfixes
...
AVIDump Clean Up and Fixes
2016-01-05 10:38:07 +01:00
Jules Blok
358e458a93
VertexShaderManager: Add an epsilon hack to the perspective projection.
2016-01-05 01:24:54 +01:00
Mathew Maidment
0509292f86
Merge pull request #3431 from stenzek/shadercache
...
ShaderGen: Remove virtual methods and string from ShaderGeneratorInterface.
2016-01-04 19:11:14 -05:00
Markus Wick
ca7160f714
Merge pull request #3434 from lioncash/enum
...
OnScreenDisplay: Make CallbackType an enum class
2016-01-04 13:47:22 +01:00
Chris Burgener
fe4e99d6bf
AVIDump Clean Up and Fixes
2016-01-03 18:39:52 -05:00
Lioncash
01f99a04a2
VideoBackend: Get rid of a boolean global
...
Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Lioncash
edda018d54
OnScreenDisplay: Make CallbackType an enum class
2016-01-02 14:57:55 -05:00
Stenzek
617f9d9532
ShaderGen: Remove virtual methods from ShaderGeneratorInterface, move string buffer to ShaderCode
...
This fixes the crashes occuring at startup with a non-empty shader cache.
Because LinearDiskCache reads/writes to the storage of ShaderUid, ShaderUid must be trivially copyable.
Additionally, adds a static assert to LinearDiskCache to ensure this doesn't happen in the future.
The initialization of ShaderUid data has been moved to the code generation functions, so the above condition holds true.
2016-01-02 17:35:06 +10:00
Ryan Houdek
721d319c7b
Add a comment to DriverDetails about Qualcomm failing our alpha tests.
2015-12-31 10:14:14 -06:00
Markus Wick
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
...
D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
Markus Wick
8cf078a1a0
Merge pull request #3407 from phire/fix_assert
...
TextureCache, fix an incorrect assert.
2015-12-29 20:58:24 +01:00
Lioncash
e082ebad1a
HiresTextures: Remove the need to explicitly free SOIL allocated data
2015-12-29 08:40:17 -05:00
Lioncash
1d01fbd217
HiresTextures: Make Load return a unique_ptr
2015-12-29 08:40:15 -05:00
Lioncash
6a9e4511b5
HiresTextures: Remove unnecessary header includes
2015-12-29 08:40:07 -05:00
Scott Mansell
d8e5d8659e
TextureCache, fix an incorrect assert.
2015-12-29 14:25:31 +13:00
Markus Wick
aabcd441d9
Merge pull request #3381 from Armada651/revert-3076
...
Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
2015-12-28 10:18:32 +01:00
Markus Wick
281860eafa
Merge pull request #3400 from lioncash/shadergen
...
ShaderGen: Get rid of static buffers
2015-12-28 10:09:11 +01:00
Lioncash
c5f123a70b
ShaderGenCommon: Remove unnecessary static keywords
...
Functions defined in a header should be inline only, otherwise program
code is generated for every other file that calls said functions
2015-12-26 18:02:54 -05:00
Lioncash
c151fe582f
ShaderGenerators: Remove unnecessary inline keywords
...
Static by itself is sufficient
2015-12-26 17:57:32 -05:00
Lioncash
8ce3a4aa70
ShaderGeneration: Get rid of static buffers
2015-12-26 17:01:54 -05:00
Scott Mansell
bed102ae89
Revert "ShaderGen: Toggle value of uninitialized color."
2015-12-27 02:28:29 +13:00
Lioncash
a8ab156a29
Fifo: Convert define into constant
...
Also moves it to the cpp file where it's used.
2015-12-25 16:07:04 -05:00
Scott Mansell
0216879d3e
Revert "Config Hotfix: Prevent per-game settings (ie. GameINI) being stored to the global user configuration."
2015-12-24 18:25:22 +13:00
Lioncash
8371c428cd
VertexLoaderBase: Get rid of explicit delete and new
2015-12-22 20:09:54 -05:00
Mathew Maidment
3cf16f8573
Merge pull request #3382 from lioncash/render
...
Render: Get rid of explicit new and delete
2015-12-22 19:26:26 -05:00
Lioncash
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
Jules Blok
8bda12bcfd
Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
...
This reverts commit 81414b4fa2
, reversing
changes made to b926061f64
.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
2015-12-23 00:35:19 +01:00
Jules Blok
7b4c4bfc5e
VideoConfig: Fix stereoscopy preset settings.
...
PR #3076 looks to be pretty poor quality and should be reverted.
2015-12-22 23:24:05 +01:00
Jules Blok
fa207ef8a0
VideoConfig: Move all stereoscopy options to the stereoscopy section.
2015-12-22 23:16:27 +01:00
Jules Blok
c49bb57e09
VideoConfig: Move all GameINI stereoscopy options to the stereoscopy section.
2015-12-22 23:16:27 +01:00
Scott Mansell
1ce9c33f6c
Merge pull request #3373 from JosJuice/temp-settings-ini-hotfix
...
Config Hotfix: Prevent per-game settings (ie. GameINI) being stored to the global user configuration.
2015-12-22 12:37:22 +13:00
Admiral H. Curtiss
3149140052
Config: Hotfix to prevent per-game settings from ie. GameINIs being stored to the global user configuration.
2015-12-22 00:16:29 +01:00
Lioncash
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
Lioncash
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
...
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
Stenzek
a61fc372bb
VideoCommon: Change PokeEFB to take a pointer rather than a vector
...
This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
Pierre Bourdon
de21da5fb2
Merge pull request #3315 from degasus/test
...
ShaderGen: Toggle value of uninitialized color.
2015-12-18 14:21:37 +01:00
Scott Mansell
ebe3c49c5f
Merge pull request #3332 from degasus/master
...
MSAA: Store samples in ini files.
2015-12-19 01:37:10 +13:00
Markus Wick
e15b6e1a37
Merge pull request #3162 from lioncash/rast
...
Software: Minor changes to Rasterizer
2015-12-15 18:22:42 +01:00
Markus Wick
e4b83d17bf
Merge pull request #3270 from JosJuice/more-translations
...
Mark more strings for translation
2015-12-15 18:13:26 +01:00
degasus
e26d9f7c35
MSAA: Store samples in ini files.
2015-12-15 09:41:01 +01:00
Jules Blok
ee657c04fe
VideoConfig: Change convergence setting to percentage value.
2015-12-13 22:58:16 +01:00
degasus
7b34319e53
ShaderGen: Toggle value of uninitialized color.
...
SMS seems to need 0, no regressions either.
2015-12-06 12:39:18 +01:00
Lioncash
7762d68c4b
Rasterizer: Mark some references as const
2015-12-06 02:51:36 -05:00
Pringo
b6f16b3049
Remove Google Code Reference and Fix Grammar
2015-12-03 18:20:59 -08:00
Markus Wick
52204c7296
Merge pull request #3299 from phire/JJ_Abrams
...
Fix lens flares in Mario Kart Wii.
2015-12-01 09:07:09 +01:00
Andrew Wickham
d9f1523a7b
Make cast from int to float explicit in shader
...
This should fix this panic message I saw when playing Super Mario Strikers:
Failed to compile pixel shader [...]: error C7011: implicit cast from "int" to "float"
2015-11-30 13:35:46 -08:00
Scott Mansell
03461915a7
Fix lens flares in Mario Kart Wii.
2015-12-01 05:25:38 +13:00
degasus
0b02dc4f81
FramebufferManager: check for g_framebuffer_manager
2015-11-24 22:48:56 +01:00
degasus
0f26cdd31b
FramebufferManager: Allow CreateXFBSource to return nullptr
2015-11-24 22:48:55 +01:00
degasus
c9dc5fb376
TextureCache: Allow the backends to return nullptr for textures.
2015-11-24 22:48:55 +01:00
degasus
fc00598785
NativeVertexFormat: Inline Initialize in contructor
...
They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
degasus
df799dd124
VideoCommon: Create default implementation for state setters
...
It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
2015-11-24 22:39:10 +01:00
JosJuice
74ea765427
Mark more strings for translation
2015-11-20 11:33:47 +01:00
degasus
ee2223c4a0
TextureCache: Fix crash for invalid textures.
2015-11-17 23:29:54 +01:00
degasus
087ba5268a
TextureCache: Rewrite EFB Copy control flow
2015-11-15 12:02:41 +01:00
degasus
dcdf8fd3ce
TextureCache: Split efb2ram from efb2tex
2015-11-15 11:59:52 +01:00
Scott Mansell
636bedb207
XFMem: Don't warn on writes of zero to unknown registers.
2015-11-08 14:59:55 +13:00
Tillmann Karras
2ad901b2da
VideoCommon: drop unused variable/setter
2015-11-06 15:43:58 +01:00
Tillmann Karras
81d9cce70c
VideoCommon: rename TextureCache to TextureCacheBase
2015-11-06 15:43:58 +01:00
Scott Mansell
51c984dde3
Remove the "Show EFB Copy Regions" debug option.
...
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.
And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.
Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
2015-11-05 18:15:46 +13:00
Scott Mansell
ba7b7522be
BPStructs: add debug info for texture setup.
2015-11-05 00:13:25 +13:00
Scott Mansell
e161e714c7
Merge pull request #3226 from Tilka/shadergen
...
VideoCommon: return code/uid from shader gens
2015-11-04 13:42:49 +13:00
Tillmann Karras
bc38892db7
DriverDetails: remove BUG_BROKENINFOLOG leftovers
...
It was removed in 9618738278
.
2015-11-03 18:50:44 +01:00
Tillmann Karras
71d1eb3c31
VideoCommon: return code/uid from shader gens
...
rather than passing in non-const references
2015-11-03 14:40:23 +01:00
Ryan Houdek
c04358fbe2
Merge pull request #3222 from Tilka/vertexmanagerbase
...
VideoCommon: rename VertexManager to VertexManagerBase
2015-11-03 08:34:30 -05:00
Sintendo
c4b56f06f9
Fix a few typos
2015-11-02 21:17:43 +01:00
Tillmann Karras
a656c05be2
VertexManagerBase: fix indentation
2015-11-02 11:53:54 +01:00
Tillmann Karras
c52c73f762
VideoCommon: VertexManager -> VertexManagerBase
...
It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
Tillmann Karras
983978ee66
VideoCommon: flush vertex manager if components change
2015-11-01 22:39:31 +01:00
Tillmann Karras
7066689131
ShaderCaches: remove unneeded typedefs
2015-10-29 14:43:05 +01:00
Tillmann Karras
b0d5b4483e
VertexLoaderX64: optimize more color swizzles
...
Based on https://gist.github.com/rygorous/c5dba8c6c75bc83aa4ae , but with
a small tweak and a somewhat related change for the 565 case.
2015-10-25 14:51:07 +01:00
Scott Mansell
bd20dd3962
Merge pull request #3188 from lioncash/texcache
...
TextureCacheBase: Change CacheLinesPerRow to BytesPerRow
2015-10-25 17:46:43 +13:00
Scott Mansell
4c5c33c514
VertexShader: Remove 'special case' that has been disabled forever.
2015-10-23 19:02:51 +13:00
Tillmann Karras
33784456a5
VertexLoaderTester: drop superfluous newlines
2015-10-22 16:31:02 +02:00
Tillmann Karras
2a58802c00
VertexLoaderManager: symbolize magic constant
2015-10-22 16:31:02 +02:00
Tillmann Karras
d80124ab59
VertexLoaderX64: optimize 4444 color conversion
...
https://gist.github.com/rygorous/75133a50c60f9243366e
2015-10-22 16:30:56 +02:00
Lioncash
c28e3affc5
TextureCacheBase: Change CacheLinesPerRow to BytesPerRow
2015-10-22 08:14:43 -04:00
mimimi085181
ff709247e2
Check the hashes of efb copies before applying them as partial texture updates
2015-10-18 16:36:38 +02:00
Scott Mansell
e7b2a22225
Support Conservative Depth as a fallback for EarlyZ
...
Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
Scott Mansell
ac8976689b
Merge pull request #3177 from Tilka/fix_warnings
...
PixelShaderGen: silence -Wformat-security warnings
2015-10-17 17:44:29 +13:00
flacs
63b08618c2
Merge pull request #3174 from ShadowsFriend/generic_build_fix
...
VideoCommon: Add includes for generic build
2015-10-17 05:08:30 +02:00
Tillmann Karras
1df455bd13
PixelShaderGen: silence -Wformat-security warnings
2015-10-17 05:05:50 +02:00
Lioncash
c756025902
Core: Move a global into a namespace
2015-10-16 22:52:41 -04:00
Ilia Mirkin
2fc2b82963
VideoCommon: teach gcc to type-check the arguments fed to Write()
...
Note that the "this" implicit argument counts as 1, which is why all the
printf arguments are shifted over one.
2015-10-16 18:20:37 -04:00
Ilia Mirkin
5380fd9dba
VideoCommon: fix variable types fed to Write() function
2015-10-16 18:20:36 -04:00
Christian Widmer
252a3d16c2
VideoCommon: Add includes for generic build
...
On x86_64 and arm64 builds Common/MsgHandler.h and Common/Logging/Log.h are
indirectly included through the corresponding VertexLoaders, Emitters
and lastly Assert.h. Because the generic build does not build a vertex
loader JIT it does not include those and fails at compile time.
Thanks to HdkR and mibofra!
2015-10-16 20:18:27 +02:00
Markus Wick
d12b026ecb
Merge pull request #3165 from mimimi085181/partial-texture-updates-same-offset
...
Do not try to load strided efb copies or ones with wrong dimensions
2015-10-16 10:02:36 +02:00
Lioncash
419fed3952
VertexShaderManager: Get rid of other magic constants
2015-10-15 23:41:42 -04:00
Lioncash
b5b304cff2
VertexShaderManager: Get rid of float pointer casts
2015-10-15 23:34:54 -04:00
mimimi085181
af28934703
Do not delete strided efb copies on load
...
This hopefully allows to use partial texture updates with strided efb copies that start at the same offset as the loaded texture
2015-10-15 00:45:55 +02:00
flacs
b0bbe52cc9
Merge pull request #3164 from phire/samplerArrays
...
PixelShaderGen: Use arrays of texture samplers.
2015-10-12 18:44:14 +02:00
Tillmann Karras
9f8981c7c0
VertexLoaderUtils: remove simple wrapper functions
2015-10-11 23:40:50 +02:00
Scott Mansell
645e4cbbee
PixelShaderGen: Use arrays of texture samplers.
2015-10-12 05:06:39 +13:00
Tillmann Karras
0f1b287402
Misc. style fixes
2015-10-10 17:44:42 +02:00
Rohit Nirmal
18f0831861
VideoCommon: Silence -Wsign-compare warnings.
2015-10-03 20:32:16 -05:00
shuffle2
81414b4fa2
Merge pull request #3076 from void-ghost/stereo3d_presets
...
Stereo3d presets
2015-10-03 18:10:23 -07:00
Lioncash
5464e698fc
Merge pull request #3102 from rohit-n/build-pch
...
Fix building with PCH disabled.
2015-10-03 13:30:51 -04:00
Scott Mansell
58d893e56f
Merge pull request #3075 from waddlesplash/no-regexp
...
FileSearch: Don't use RegExes, just do string comparisons.
2015-10-02 04:00:23 +13:00
flacs
696d6eae09
Merge pull request #3108 from lioncash/cstyle-array
...
ChunkFile: Provide additional helpers for C-style arrays
2015-10-01 01:55:54 +02:00
Lioncash
c6678687b0
ChunkFile: Provide additional helpers for C-style arrays
...
Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.
2015-09-30 19:45:46 -04:00
flacs
16957fcaec
Merge pull request #3107 from lioncash/pragma
...
TextureDecoder_x64: Remove now-unnecessary clang #pragma warning suppression
2015-09-29 19:53:12 +02:00
Lioncash
50a7390622
TextureDecoder_x64: Remove unnecessary commented out header
2015-09-29 11:04:00 -04:00
Lioncash
80c7e3ebc0
TextureDecoder_x64: Remove clang warning suppression
...
This was an issue two years ago on clang 3.3
2015-09-29 11:00:59 -04:00
Lioncash
4a981e3a04
FPSCounter: Change Update's return type to void
...
Its returned value is never used.
2015-09-29 10:01:37 -04:00
Lioncash
55c7754738
FPSCounter: Give the refresh interval a concrete type
2015-09-29 10:01:37 -04:00
Lioncash
e82b6a8532
FPSCounter: Direct initialize class members
2015-09-29 10:01:37 -04:00
Lioncash
bf23fcfc1f
FPSCounter: Don't provide direct access to m_fps
2015-09-29 09:43:03 -04:00
Rohit Nirmal
3b75f45cf6
Fix building with PCH disabled.
2015-09-28 11:51:08 -05:00
waddlesplash
5643fe5d1f
FileSearch: Don't use RegExs, just do string comparisons.
...
Nothing used the RegEx feature of FileSearch, and GCC < 4.9
doesn't support C++11 RegEx properly, so get rid of it.
2015-09-27 13:25:51 -04:00
Scott Mansell
af327aec79
Merge pull request #3036 from mimimi085181/hash-respecting-stride
...
Respect the stride for efb copies when hashing them
2015-09-28 05:23:55 +13:00
flacs
8ea9b07b59
Merge pull request #3093 from lioncash/header_shuffle
...
Common: Trim Common.h
2015-09-27 03:18:03 +02:00
Lioncash
cc036ca86c
Common: Remove other Common prefixed headers from Common.h
2015-09-26 18:51:58 -04:00
Lioncash
1d42db2439
Common: Move NonCopyable to its own header
2015-09-26 18:50:35 -04:00
mimimi085181
e24b8c4ab7
Respect the stride for efb copies when hashing them
2015-09-26 20:19:02 +02:00
Ryan Houdek
be667e7de8
Merge pull request #3035 from aserna3/SSAAImprovements
...
Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna
df189c3ea3
Improved D3D and OGL AA option UI
...
Removed Quality Levels from D3D AA options
Dropdown text now shows whether you're applying MSAA or SSAA
Added a description for SSAA
Moved SSAA checkbox
Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
Lioncash
7e69a0ce79
CommandProcessor: Remove unused extern
2015-09-24 11:35:46 -04:00
ghost
7c1565b201
VideoConfig/LocalConfig/HotkeyManager: Added hotkeys for switching stereo-3d presets.
...
Added 3 depth/convergence presets. They are adjustable via (existing) hotkeys - changes to depth and convergence are applied to current preset.
Added 3 hotkeys for activating presets. Added hotkey for toggle between first and second preset.
Added OSD message for convergence/depth changes.
Presets are saved into per-game configs.
2015-09-24 15:19:55 +03:00
Lioncash
d694994874
BoundingBox: Remove unnecessary headers
2015-09-24 03:19:43 -04:00
Rohit Nirmal
a48e425f41
Silence -Wshadow warning.
2015-09-23 11:02:24 -05:00
Lioncash
213d11dc62
Merge pull request #2939 from lioncash/find
...
FramebufferManagerBase: Compress a loop into a find_if
2015-09-22 18:56:38 -04:00
Scott Mansell
a355d9868e
FifoRecorder: Use Video Common to record efb2ram correctly.
...
Texture updates have been moved into TextureCache, while
TMEM updates where moved into bpmem. Code for handling
efb2ram updates was added to TextureCache.
There was a bug for preloaded RGBA8 textures, it only copied
half the texture. The TODO was wrong too.
2015-09-22 23:59:16 +12:00
ghost
07e4b4f7c4
VideoBackend: Video config filename is now exposed in VideoBackends.
...
It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell
b6cd78a370
VideoBackendBase: Remove check for XP.
2015-09-19 07:10:44 +12:00
Lioncash
28d1001ff8
VertexLoaderUtils: Get rid of pointer casts
...
Eliminates most ubsan asserts that stem from VideoCommon when running starfield.
2015-09-17 14:24:11 -04:00
Markus Wick
295b869304
Merge pull request #3028 from mimimi085181/sonic-fighters-regression-fix2
...
Fix performance regression in Sonic the Fighters, introduced by PR#2001
2015-09-16 21:53:03 +02:00
Lioncash
b7739f5d85
VideoCommon: Remove unnecessary enum typedef
2015-09-14 19:43:31 -04:00
mimimi085181
dd458b554d
Fix performance regression in Sonic the Fighters, introduced by PR#2001
2015-09-12 09:12:14 +02:00
Lioncash
baa9eacd51
LookUpTables: Make functions constexpr
2015-09-12 03:04:40 -04:00
Ryan Houdek
6d9b4d7d35
Merge pull request #3025 from Tilka/fixfix
...
VertexLoaderX64: fix 2GB warnings
2015-09-12 01:38:14 -04:00
Scott Mansell
68b415ba87
Merge pull request #3019 from mimimi085181/store-base-hash
...
Store the base hash for paletted textures in the texture cache entries
2015-09-12 16:24:29 +12:00
Tillmann Karras
63c9fdd074
VertexLoaderX64: fix 2GB warnings
...
Unlike the CPU JIT, the vertex loader JIT already emits
position-independent code, so all we need to do is disable the warning.
2015-09-12 01:24:47 +02:00
flacs
c5685ba53a
Merge pull request #2972 from lioncash/align
...
General: Replace GC_ALIGN macros with alignas
2015-09-11 17:00:13 +00:00
Lioncash
19459e827f
Partially revert "General: Toss out PRI macro usage"
2015-09-11 09:49:00 -04:00
mimimi085181
e408e0ab17
Store the base hash for paletted textures in the texture cache entries
2015-09-10 22:28:59 +02:00
Ryan Houdek
3014feedc8
Merge pull request #3012 from degasus/destAlpha
...
VideoCommon: Drop "Disable destAlpha" hack
2015-09-10 13:56:43 -04:00
mimimi085181
38f6cf2089
Perform garbage collection for efb copies
...
This checks every TEXTURE_KILL_THRESHOLD frames, to see if the hash for the memory area of the efb copy has hanged. If it has changed, the efb copy can be removed, it wouldn't be used anymore. Before this pr, some efb copies would never be deleted.
Fixes issue https://bugs.dolphin-emu.org/issues/6101 and possibly some other VRAM leaks.
2015-09-10 11:58:58 +02:00
degasus
74b20e627c
VideoCommon: Drop "Disable destAlpha" hack
...
This option has no use any more, neither performance nor driver workaround.
2015-09-09 21:31:54 +02:00
Scott Mansell
1f800b80dd
Merge pull request #2960 from phire/improve_efb2tex
...
Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus
1c0366993a
VideoBackends: Reimplement SSAA, now for D3D + OGL
2015-09-06 19:40:00 +02:00
Scott Mansell
ac467d9fb9
FifoPlayer: Don't check efb copy hashes when plaing back a broken dff
2015-09-07 05:20:25 +12:00
Lioncash
8ce04f9a65
General: Replace GC_ALIGN macros with alignas
...
Standard supported alignment -> out with compiler-specific.
2015-09-06 12:53:51 -04:00
Scott Mansell
bda964e0b9
Workaround to allow partial texture updates to keep working in NSMBWii
2015-09-07 02:32:01 +12:00
Scott Mansell
ee649c6d9f
Make efb2tex behave more like efb2ram.
...
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.
Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell
c08a83a5aa
Merge pull request #2957 from phire/unify_efbcopy
...
Cleanup and unify efb copy implemtations into VideoCommon
2015-09-07 00:10:42 +12:00
Scott Mansell
d797b5d0b5
Use ROUND_UP instead of custom bittwiddling.
2015-09-06 23:00:17 +12:00
Scott Mansell
e745748c3e
Improve comments for texture formats enum.
2015-09-06 21:16:51 +12:00
Scott Mansell
b9be3245e1
Move common EFB copy code into VideoCommon
...
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Scott Mansell
be4caa3dc0
Merge pull request #2961 from lioncash/printf
...
General: Toss out PRI macro usage
2015-09-06 21:02:22 +12:00
comex
96e42dff52
Merge pull request #2977 from lioncash/unused
...
General: Remove unimplemented function prototypes
2015-09-05 22:20:47 -04:00
Lioncash
633be0387d
General: Remove unimplemented function prototypes
2015-09-05 22:01:07 -04:00
Lioncash
8fdb013d54
General: Toss out PRI macro usage
...
Now that VS supports more printf specifiers, these aren't necessary
2015-09-05 16:02:35 -04:00
Markus Wick
60e0339ae5
Merge pull request #2963 from Sonicadvance1/AArch64_improved_vertexloader
...
[AArch64] Minor improves to the vertex loader JIT
2015-09-05 15:44:52 +02:00
Scott Mansell
52948bb3ef
Cleanup and unify handling of efb copy stride.
2015-09-05 23:37:24 +12:00
Ryan Houdek
7650117c26
Properly support MSAA and SSAA as separate features(+GLES)
...
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.
With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Ryan Houdek
9618738278
Remove all of our workarounds for Qualcomm devices we don't support anymore.
2015-09-04 23:45:35 -05:00
Ryan Houdek
c458c9d049
[AArch64] Minor improves to the vertex loader JIT
...
Just some minor improvements noticed by dumping the vertex loader blocks.
2015-09-04 19:57:08 -05:00
Lioncash
e90eb17aeb
Merge pull request #2956 from JosJuice/extra-space
...
Remove extra space from 5a32c3f
2015-09-04 14:22:59 -04:00
JosJuice
0af2bbcea3
Remove extra space from 5a32c3f
2015-09-04 15:32:30 +02:00
Lioncash
a11ae2cf30
CommonFuncs: Remove SLEEP macro
...
There's already a function in Thread for this.
2015-09-04 02:43:38 -04:00
Shawn Hoffman
aa7208e270
[windows] Update projects to vs2015.
2015-09-03 04:23:01 -07:00
booto
5a32c3fba4
VideoCommon: xfb height calculation adjusted
...
Baten Kaitos allocates its XFBs from a tagged heap
structure. With the old calculation, too many lines
were being written so the tag of the allocation
after the XFB was being corrupted. Fixes crash
mentioned in this comment:
https://code.google.com/p/dolphin-emu/issues/detail?id=7734#c6
2015-09-03 03:57:03 +08:00
Scott Mansell
ecbb83fa0f
Merge pull request #2686 from booto/field-timing
...
VI: derive field timing from VI registers
2015-09-03 01:09:43 +12:00
Markus Wick
66e9395d5d
Merge pull request #2937 from lioncash/enums
...
VideoCommon: Convert some defines into enums
2015-09-02 13:27:09 +02:00
Lioncash
401f765462
FramebufferManagerBase: Compress a loop into a find_if
2015-09-01 16:54:44 -04:00
Rohit Nirmal
9c26bb0e17
Fix building with PCH disabled.
2015-09-01 13:45:23 -05:00
Lioncash
71ef0a0245
PixelShaderGen: Use spaces instead of tabs for vertical alignment
2015-09-01 12:20:50 -04:00
Lioncash
91eff28699
PixelShaderGen: Move defines into the implementation file
...
These aren't used outside of it. This also reduces the amount of things in
the global namespace.
2015-09-01 12:18:18 -04:00
Lioncash
c760ffbd28
BPMemory/XFMemory: Convert defines to enums
...
These actually convey a concrete type, as well as also providing a
symbolic constant during debugging.
2015-09-01 12:07:10 -04:00
booto
acc9a74174
VI: Restore forced-progressive hack with option
...
Bugfix: TargetRefreshRate uses rounded result
NTSC's 59.94 was becoming 59 with integer division.
2015-09-01 20:24:40 +08:00
booto
480dbb22f2
VI: derive field timing from VI registers
2015-09-01 20:24:40 +08:00
Lioncash
f7e22c8126
VertexLoader_Color: Mark translation-unit-local functions static
2015-08-31 17:31:23 -04:00
Lioncash
ec42be79f3
VertexLoader_Color: Get rid of some pointer casts
2015-08-31 17:31:11 -04:00
Markus Wick
a16669231a
Merge pull request #2917 from Sonicadvance1/android_fix_sgs6
...
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
2015-08-29 08:56:32 +02:00
Rohit Nirmal
6252d2d71a
Fix building with PCH disabled.
2015-08-28 14:13:28 -05:00
Markus Wick
b11de5bddb
Merge pull request #2918 from lioncash/memcpy
...
DataReader: Get rid of pointer casts
2015-08-28 20:45:15 +02:00
Ryan Houdek
01db003779
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
...
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.
We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.
Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
2015-08-28 09:02:46 -05:00
flacs
d373dd372d
Merge pull request #2913 from Tilka/fix_warning_fix
...
AVIDump: fix -Wsign-compare warning
2015-08-27 23:50:34 +02:00
Lioncash
4fb3a8b78d
DataReader: Get rid of pointer casts
2015-08-27 13:43:04 -04:00
Tillmann Karras
ee4a12ffe2
Jit64: some byte-swapping changes
2015-08-26 05:41:18 +02:00
Ryan Houdek
cd03b8baf6
Merge pull request #2895 from Sonicadvance1/qualcomm_workaround_gles31
...
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
2015-08-24 13:22:12 -05:00
Ryan Houdek
cc3fb7e7b4
Merge pull request #2883 from degasus/master
...
Profiler: Sort output by total time
2015-08-22 17:52:54 -05:00
Ryan Houdek
b4e4a4cef4
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
...
Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
Ryan Houdek
3242e1a617
Fix the shader overrunning our max shader size.
...
The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more.
Double our maximum shader size to compensate.
Fixes issue #8860
2015-08-22 01:01:03 -05:00
Tillmann Karras
39ced2a2d7
AVIDump: fix -Wsign-compare warning
...
Cast the other side of the comparison to avoid a warning with newer
ffmpeg/libav versions (cb3591e69738c808d26ba15eb02414fedfcd91cc).
2015-08-21 10:26:35 +02:00
degasus
17932935d9
Profiler: Sort output by total time
2015-08-20 11:50:43 +02:00
Markus Wick
cb264df64c
Merge pull request #2874 from barat/master
...
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-20 11:08:42 +02:00
Bartosz Telesiński
a52aaf22ba
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-19 23:13:09 +02:00
Dominic Chen
09714f86c3
Fix some compilation warnings
2015-08-19 11:07:54 -04:00
Markus Wick
ff95fa8a6d
Merge pull request #2861 from lioncash/param
...
VideoCommon: Remove unused parameters
2015-08-17 15:02:44 +02:00
Lioncash
8e17c710f3
TextureConversionShader: Remove an unused parameter
2015-08-16 21:10:54 -04:00
Lioncash
0e41b973c7
VertexShaderManager: Remove unused parameter
2015-08-16 21:07:10 -04:00
Jules Blok
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
...
This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
degasus
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +02:00
degasus
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
Scott Mansell
a1df1f5ae4
Widescreen Heuristic: Cleanup code.
2015-08-01 14:39:34 +12:00
Scott Mansell
615e5db0cb
Make the GameCube game widescreen heuristic smarter.
...
The last heuristic wasn't quite smart enough and had a few
false positives in Mario Kart: Double Dash and Metroid prime 2.
Now we only activate if the game is rendering a 16:9
projection to a 4:3 viewport.
2015-08-01 13:21:53 +12:00
unknown
739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
mirrorbender
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
Scott Mansell
567d0b20fa
Merge pull request #2769 from phire/autodetect_widescreen
...
Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
2015-07-29 18:23:35 +12:00
booto
86dce8b0f7
VideoCommon: reduce level of debug output
2015-07-27 10:22:40 +08:00
Scott Mansell
bb60bcc42d
Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
...
Someone suggested on IRC that we should make a database of memory
locations in GameCube games which contain the 'Widescreen' setting
so we can automatically detect if the game is in 4:3 or 16:9 mode.
But that's hardly optimal, when the game actually tells the gpu
what aspect ratio to render in. 10 min and 6 lines of code later,
this is the result. Not only does it detect the correct aspect ratio
it does so on the fly.
I'm a little suprised nobody thought about doing this before.
2015-07-27 10:40:41 +12:00
booto
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
booto
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
booto
c43ae67b3b
RealXFB sizes don't get scaled by IR
...
When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Ryan Houdek
8bd108426e
Merge pull request #2759 from Sonicadvance1/pvr_workaround2
...
Work around PowerVR's shader compiler.
2015-07-22 16:51:48 -05:00
Ryan Houdek
6ee5ce32cf
Merge pull request #2757 from Sonicadvance1/pvr_workaround
...
Work around slow glBufferSubData on PowerVR.
2015-07-22 16:48:40 -05:00
Markus Wick
6bcdae616b
Merge pull request #2679 from Tinob/master
...
Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
Ryan Houdek
c1df6d7b4e
Work around PowerVR's shader compiler.
...
This bug has been reported to IMGTec at https://pvrsupport.imgtec.com/ticket/472
The basic idea of the bug is that if you're doing a bitwise and of a constant value vector with a constant scalar value, this causes PowerVR's shader
compiler to fail out with a very non-descriptive message.
Working around the issue by making the value a vector that it is being masked by.
2015-07-20 22:04:16 -05:00
Ryan Houdek
012a9afdb6
Work around slow glBufferSubData on PowerVR.
...
As with all tiled renderers, glBufferSubData is terribly slow.
Use glBufferData as typical.
2015-07-20 22:02:58 -05:00
Justin Chadwick
b3a0b6def4
Disables assert messages that seem to be invalid.
2015-07-08 16:12:32 -04:00
Markus Wick
f6766dd347
Merge pull request #2722 from lioncash/statement
...
VertexLoaderBase: Adjust the scope of a boolean variable
2015-07-08 09:37:06 +02:00
Tillmann Karras
2559a6f25c
VertexLoader: avoid empty lines in perf-$pid.map
2015-07-08 07:17:28 +02:00
Lioncash
df379dabae
VertexLoaderBase: Adjust the scope of a boolean variable
...
if a or b do actually turn out to be null, this can cause a null pointer dereference.
2015-07-07 18:33:58 -04:00
Rodolfo Bogado
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
Lioncash
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
Jules Blok
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
Ryan Houdek
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
...
Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
Jules Blok
dbfdbf7dbd
D3D: Cosmetics.
...
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Jules Blok
2a5dd69c72
Merge branch 'stable'
2015-06-24 19:34:16 +02:00
mimimi085181
829fc3dc2d
Quick fix for an invalid iterator
2015-06-24 19:12:46 +02:00
Markus Wick
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
...
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
sigmabeta
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
degasus
5bc88d5c6a
Revert "GeometryShaderGen: Don't use `centroid in` for input variables."
...
This reverts commit 4cbaddb7ad
.
2015-06-22 17:20:41 +02:00
mimimi085181
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
Ryan Houdek
a811370329
[AArch64] Fix a couple of bugs in the vertex loader
...
In particular this fixes the 6666 colour format
We were loading from the wrong location and it was causing /terrible/ colour changes.
This also fixes a bug in the all the colour formats(except 888) where the unaligned path was loading in to the wrong register.
2015-06-20 21:12:31 -05:00
flacs
a702c4e01e
Merge pull request #2629 from lioncash/vertexloader-ifdef
...
VertexLoader: Remove the LOADERDECL define.
2015-06-21 03:17:38 +02:00
Lioncash
619e333dcc
VertexLoader: Remove the LOADERDECL define.
...
These functions aren't called from jitted code anymore so it isn't necessary.
2015-06-20 20:52:54 -04:00
Lioncash
cfead69f67
RenderBase: Remove an unused variable
2015-06-19 20:30:29 -04:00
Lioncash
4c79aa8216
HiresTextures: Remove unused variable
2015-06-19 17:31:04 -04:00
degasus
dd2183dbb5
Revert "GeometryShaderGen: Don't use `centroid in` for input variables."
...
This reverts commit 4cbaddb7ad
.
2015-06-18 20:25:32 +02:00
Jeffrey Pfau
7085fcc8d6
Fix FreeBSD build
2015-06-13 21:52:47 -07:00
Jules Blok
4042945ee5
Merge branch 'stable'
2015-06-13 01:12:12 +02:00
degasus
c375111076
Options: merge SCoreStartupParameter into SConfig
2015-06-12 19:07:45 +02:00
Markus Wick
be1d1e2798
Merge pull request #2024 from RisingFog/irgui
...
Add UI Support for up to 8x Internal Resolutions
2015-06-11 15:47:39 +02:00
Fog
6e7fedd4d0
Add UI Support for up to 8x Internal Resolutions
2015-06-10 20:17:30 -04:00
degasus
20ec5867ec
GameIni: Remove default Projection Hack
2015-06-10 19:31:10 +02:00
Jules Blok
fd637030e4
GeometryShaderGen: Consistently use xfmem just as the vertex shader.
...
There are very rare conditions in which xfmem can actually desync from bpmem.
2015-06-10 16:13:54 +02:00
Jules Blok
4cbaddb7ad
GeometryShaderGen: Don't use `centroid in` for input variables.
2015-06-10 16:04:32 +02:00
mimimi085181
4d5fdb74be
Code cleanup for FreeTexture after merging PR #2097
2015-06-09 21:45:09 +02:00
Markus Wick
e47e4c677a
Merge pull request #2097 from mimimi085181/find-textures-by-hash
...
Search the texture cache for small textures by address and hash
2015-06-09 10:12:05 +02:00
Jules Blok
d5788f75a3
Merge pull request #2533 from degasus/syncgpu
...
Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011
06d1b8c63a
VideoSW: rewrite lighting attenuation
...
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus
d31bed8b79
Fifo: Rewrite SyncGpu
...
The new implementation has 3 options:
SyncGpuMaxDistance
SyncGpuMinDistance
SyncGpuOverclock
The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.
The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
comex
5c7caf1f22
Merge pull request #2517 from comex/netplay-timebase-rb
...
[rebased] Compare timebase of netplay users to detect desyncs.
2015-06-07 17:47:53 -07:00
Ryan Houdek
10bd68936c
[AArch64] Implement ZFreeze cache
2015-06-07 12:13:01 +02:00
Tillmann Karras
5ddd2cef6c
zfreeze: cache vertex positions
...
Suggested by degasus.
2015-06-07 12:13:00 +02:00
Tillmann Karras
9e2f4dd7da
VertexLoaderX64: revert 9da86092ae
...
I can't reproduce that it's actually faster and it will definitely be
slower with position caching for zfreeze.
2015-06-07 12:13:00 +02:00
comex
9c63b78397
Fix indeterminism in GPU thread mode.
2015-06-06 02:14:06 -04:00
Jules Blok
ef1dfa8bcb
VideoBackends: Allow the viewport to use the full depth range.
2015-06-06 03:37:46 +02:00
mimimi085181
3b9020dc9b
Search the texture cache for small textures by address and hash
...
This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563
This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.
Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.
Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
2015-06-05 21:30:39 +02:00
comex
78e0e78671
Merge pull request #2516 from comex/hires-oops
...
Undo accidental screwup of some HiresTextures code from project-moration
2015-06-04 16:13:05 -04:00
JosJuice
95a2abc1ce
Use PanicAlertT instead of PanicAlert when appropriate
...
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
comex
830a4e4f8f
Undo accidental screwup of some HiresTextures code from project-moration.
...
This is why I should wait for people to review, even if I get annoyed
that nobody seems to care. :duncecap:
2015-06-04 02:52:41 -04:00
Tillmann Karras
7a6a5e2791
VertexLoaderX64: generate PIC
...
Address static memory relative to a base register, analog to what we're
doing with PPCSTATE in the CPU JIT. This allows executable memory for
the vertex loader JIT to be allocated anywhere, not just within 2 GiB of
static data.
Fixes issue 8180.
2015-06-03 02:27:37 +02:00
comex
0c5aa54606
Merge pull request #2470 from degasus/syncgpu
...
Common: Blocking Loop (extracted from Fifo.cpp)
2015-06-02 20:19:00 -04:00
comex
a3b3f0522b
Merge pull request #1556 from comex/project-moration
...
Rudimentary version of Wii IPC determinism. Ported from my old udpnet branch.
2015-06-02 18:38:19 -04:00
Markus Wick
aa2576a2c7
Merge pull request #2480 from phire/GamesDoWeirdShit
...
Fix invalid pointer errors in Burnout 2.
2015-05-31 23:26:55 +02:00
flacs
a806feb10e
Merge pull request #2474 from Tilka/zfreeze
...
zfreeze: fix 2-component positions
2015-05-31 06:35:21 +02:00
degasus
bfa61105d5
Common: Update BlockingLoop to only use one atomic.
...
This merges two atomic<bool> into one atomic<int>.
We did move the bit from one bool to another, now we can use operator--.
2015-05-30 12:58:09 +02:00
degasus
02a3a063c3
Fifo: Extract syncing loop
...
It's now a new helper function within common.
2015-05-30 12:58:09 +02:00
Scott Mansell
7df6982973
Add a dirty flag for arraybases.
...
Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell
f57517f1a0
Clean up cached_arraybases. Update VideoSW to new scheme.
...
Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
Tillmann Karras
4943b36259
zfreeze: fix 2-component positions
2015-05-29 13:43:12 +02:00
Scott Mansell
6d916762fb
Fix invalid pointer errors in Burnout 2.
...
Yet another story of games loading weird shit into registers.
For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.
But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.
The Fix: We don't call GetPointer until we are sure the vertex array
has been enabled.
2015-05-29 18:51:17 +12:00
Ryan Houdek
cdbdff436b
Merge pull request #2478 from degasus/fix_prefetching
...
HiresTexture: Fix prefetching with broken textures
2015-05-29 01:42:48 -04:00
degasus
c69cc91f00
HiresTexture: Fix prefetching with broken textures
2015-05-29 07:31:11 +02:00
Lioncash
ac26f8e79f
Pass strings by const reference where possible
2015-05-28 20:54:55 -04:00
comex
a225426510
Rewrite FileSearch and improve ScanDirectoryTree.
...
- FileSearch is now just one function, and it converts the original glob
into a regex on all platforms rather than relying on native Windows
pattern matching on there and a complete hack elsewhere. It now
supports recursion out of the box rather than manually expanding
into a full list of directories in multiple call sites.
- This adds a GCC >= 4.9 dependency due to older versions having
outright broken <regex>. MSVC is fine with it.
- ScanDirectoryTree returns the parent entry rather than filling parts
of it in via reference. The count is now stored in the entry like it
was for subdirectories.
- .glsl file search is now done with DoFileSearch.
- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Lioncash
1ba3b4e7ac
CommandProcessor: Replace volatile usages with atomics
...
Also remove said variables from being globals.
2015-05-27 03:53:29 -04:00
Lioncash
ec03196267
PixelEngine: Replace volatile usages with atomics
...
Also removes two unused volatile variables.
2015-05-27 02:39:55 -04:00
Markus Wick
a6b327751a
Merge pull request #2463 from lioncash/fifo
...
Fifo: Replace usages of volatile with atomics
2015-05-27 08:03:39 +02:00
Lioncash
4cb55cc427
Fifo: Replace usages of volatile with atomics
2015-05-27 00:42:56 -04:00
Matthew Parlane
3135b4f3e4
Merge pull request #2461 from lioncash/barrier
...
Thread: Remove unused Barrier class
2015-05-27 13:21:14 +10:00
Lioncash
23c11b3f27
Thread: Remove unused Barrier class
2015-05-26 19:25:59 -04:00
galop1n
2975e53091
D3D: Depth range inversion.
...
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Markus Wick
a6412fb41e
Merge pull request #2162 from degasus/prefetch_tex
...
CustomTexture: prefetch all available textures
2015-05-26 13:30:26 +02:00
Ryan Houdek
061848457a
Merge pull request #2382 from RisingFog/vfwfix
...
Fix video dumping incorrect lengths for some games in Windows
2015-05-25 23:46:22 -04:00
Ryan Houdek
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
...
ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Ryan Houdek
69963dc4b0
Merge pull request #2274 from degasus/disable_bbox
...
Disable bbox
2015-05-25 08:46:12 -04:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Tillmann Karras
268f52e054
Add missing license headers
2015-05-25 13:11:47 +02:00
degasus
7e127da791
VideoCommon: Warn if bbox is disabled but used
2015-05-25 09:33:34 +02:00
degasus
029912681e
VideoCommon: return 0 if bbox is disabled
...
Through just returning the last written value sounds better, this crashes Paper Mario.
In my opinion, gfx issues are fine on older GPUs, but crashes should not happen.
2015-05-25 09:33:34 +02:00
degasus
6b2a1e57e2
BBox: remove now unreachable SW bbox implementation
2015-05-25 09:33:34 +02:00
degasus
acd074e291
VideoCommon: Make BBox emulation optional
2015-05-25 09:33:34 +02:00
Jules Blok
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
Jules Blok
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
degasus
c7bae5ad11
VideoCommon: Merge EFB pokes
2015-05-20 10:39:21 +02:00
Jules Blok
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
degasus
562b9d4a9f
VideoCommon: Abort texture prefetching on low RAM
...
There is no nice way to correctly "detect" the "used" memory, so we just say
we're fine to use 50% of the physical memory for custom textures.
This will fix out-of-memory crashes, but we still might run into swapping issues.
2015-05-16 15:39:36 +02:00
degasus
242f7d964d
CustomTexture: prefetch all available textures
2015-05-16 15:12:07 +02:00
degasus
3d98f6ab9f
PixelShaderGen: apply zfreeze before ztextures
...
The zfreeze option freezes the depth plane of the rasterization.
So this is done before the TEV stages, where the z-textures are applied.
2015-05-13 20:06:23 +02:00
Fog
16081a23f1
Fix video dumping incorrect lengths for some games
2015-05-09 02:28:48 -04:00
Jules Blok
1d745d632a
PixelShaderGen: Clamp zCoord to the depth range.
2015-05-08 14:43:43 +02:00
Jules Blok
d04af15ad4
TextureConversionShader: Use floating point values in clamp().
2015-05-08 14:32:24 +02:00
Jules Blok
5dbb43ae1d
PixelShaderGen: Use new multiplier everywhere and directly cast to int instead or rounding.
2015-05-08 14:32:23 +02:00
Jules Blok
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
Jules Blok
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
Markus Wick
a76bfb1f55
Merge pull request #2356 from Armada651/dump-efb
...
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:27:38 +02:00
Jules Blok
54f4443971
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:23:33 +02:00
Ingve Skåra
5799824b22
Fix dead link
2015-05-01 21:42:50 +02:00
comex
bac4167ff5
Merge pull request #2319 from comex/linted-fix-qualcomm-fail
...
(lint issues fixed) Fix OpenGLES 3.0 on Qualcomm's crappy driver, it can't bitshift sometimes.
2015-04-29 17:09:56 -04:00
Lioncash
8e59987d46
TextureDecoder_Common: Add missing algorithm include
...
It was being indirectly included, causing VS to syntactically mark std::min/max usages as being undefined (however it still compiled fine, of course)
2015-04-27 23:17:41 -04:00
skidau
4bf4778cd7
Merge pull request #2312 from comex/shutdown-race-condition
...
Exit ReadDataFromFifoOnCPU, PushFifoAuxBuffer early if shutting down (GpuRunningState=false)
2015-04-27 19:47:00 +10:00
Dwayne Slater
ae83a1b821
Fix OpenGLES 3.0 on Qualcomm's crappy driver, it can't bitshift sometimes.
...
[fixed lint issues and grammar ~comex]
2015-04-23 16:33:12 -04:00
comex
74c30d1784
Fix code broken by merge
2015-04-23 02:07:45 -04:00
comex
ad95454d04
Merge pull request #2223 from phire/imm
...
Cleanup OpArg, make immediates more explicit.
2015-04-23 01:53:18 -04:00
comex
06dd0ba3b4
Exit ReadDataFromFifoOnCPU, PushFifoAuxBuffer early if shutting down (GpuRunningState=false)
...
This was causing a race condition where the "absurdly large aux buffer"
panic alert would be triggered in the last bit of fifo processing on the
CPU thread in deterministic mode (i.e. netplay). SyncGPU is supposed to
move the auxiliary queue data to the beginning of the containing buffer
so we don't have to deal with wraparound; if GpuRunningState is false,
however, it just returns, because it's set to false by another thread -
thus it doesn't know whether RunGpuLoop is still executing (in which
case it can't just reset the pointers, because it may still be using the
buffer) or not (in which case the condition variable it normally waits
for to avoid the previous problem will never be signaled). However,
SyncGPU's caller PushFifoAuxBuffer wasn't aware of this, so if the
buffer was filling at just the right time, it'd stay full and that
function would complain that it was about to overflow it. Similar
problem with ReadDataFromFifoOnCPU afaik. Fix this by returning early
from those as well; other callers of SyncGPU should be safe. A
*slightly* cleaner alternative would be giving the CPU thread a way to
tell when RunGpuLoop has actually exited, but whatever, this works.
2015-04-21 22:33:29 -04:00
Lioncash
9eb608c9da
Merge pull request #2301 from lioncash/const
...
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
Lioncash
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
degasus
74795b4553
Fifo: rewrite Fifo_PauseAndLock
...
This lock isn't required any more as our FlushGpu garanty to block until the GPU is idle
2015-04-06 12:35:35 +02:00
degasus
b1ffd32f5f
Fifo: only touch the SIMD state once in the single core loop
2015-04-06 12:35:35 +02:00
degasus
d2c62b1744
Fifo: only sleep once within every ms of emulated time
2015-04-06 12:35:35 +02:00
degasus
b020ae1c5d
Fifo: rewrite sync on idle skipping hack
...
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
degasus
9bdaa00e2d
Fifo: use the outer loop on sync GPU
2015-04-06 12:35:35 +02:00
degasus
279c657cda
Fifo: Replace busy loop with condition variable
2015-04-06 12:35:27 +02:00
Tillmann Karras
9da86092ae
VertexLoaderX64: use common code for FORMAT_FLOAT
2015-03-18 12:12:21 +01:00
Tillmann Karras
7030542546
VertexLoaderX64: support SSE2 as a fallback
...
With suggestions by Fiora and magumagu.
2015-03-18 12:12:21 +01:00
Tillmann Karras
8d90ecda7f
VertexLoaders: make positions more compact
2015-03-18 12:09:06 +01:00
Scott Mansell
858ff69c01
Make OpArg.offset and operandReg private.
...
Also cleaned up WriteRest function.
2015-03-17 18:49:30 +13:00
magumagu
629fb8fb49
Merge pull request #2222 from Tilka/fix_warnings
...
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras
f82afd1b2f
Fix warnings
2015-03-16 19:02:30 +01:00
Shawn Hoffman
ad64336137
quiet some warnings which appear on vs2015.
...
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
skidau
cdff138c67
Show no more than one FIFO error per session.
2015-03-13 23:25:15 +11:00
Tillmann Karras
3987725217
VertexLoaderX64: fix harmless off-by-one error
2015-03-08 04:43:59 +01:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
...
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
magumagu
7f7973efa5
Merge pull request #2148 from Tilka/fifo_cleanup
...
Small FIFO-related cleanup
2015-03-01 13:06:43 -08:00
degasus
7ca24f90d1
TexCache: increase TEXTURE_KILL_THRESHOLD
...
Xenoblade uses more than 40 textures alternately per frame for eg water effects.
So don't try to drop them as aggressive.
2015-03-01 13:41:14 +01:00
Tillmann Karras
9493c713dd
Fifo: small cleanup
2015-02-28 15:40:01 +01:00
Tillmann Karras
e28c97f6bd
Fifo: drop unused functions
2015-02-28 15:40:00 +01:00
Lioncash
d10571a86a
PixelShaderManager: Remove unnecessary casts.
...
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
2015-02-28 00:04:05 -05:00
Lioncash
7408de7e79
Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
...
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak
93b16a4a2d
Formatting/Whitespace Cleanup
...
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
degasus
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
degasus
1313d3461f
VideoCommon: always enable efb copy
2015-02-24 23:01:01 +01:00
Tillmann Karras
e2fec13ab6
Fix some -Wsign-compare warnings
2015-02-24 10:29:59 +01:00
Tillmann Karras
f298f00e1b
Clean up the intrinsics #ifdef mess
2015-02-24 01:02:36 +01:00
skidau
593563e16c
Merge pull request #2087 from Armada651/epsilon-3d
...
VertexShaderManager: Turn the epsilon hack back on for 3D Vision.
2015-02-23 13:12:55 +11:00
skidau
f8e51a1a26
Merge pull request #2050 from Tilka/reset_vertex_loader_stats
...
VertexLoaderManager: reset stats properly
2015-02-23 13:10:38 +11:00
degasus
b35fa222f5
VideoCommon: perf querys by async events
2015-02-22 08:41:15 +01:00
degasus
edbd402101
VideoCommon: bbox by async events
2015-02-22 08:41:15 +01:00
degasus
ad7264da7d
VideoCommon: implement swap requests in the full async way
2015-02-22 08:41:15 +01:00
degasus
bc248f8941
VideoCommon: use a new async event system for efb access
2015-02-22 08:41:15 +01:00
Jules Blok
ff4127cf50
VertexShaderManager: Turn the epsilon hack back on for 3D Vision.
...
The bug is fixed in version 347.52 of the drivers.
2015-02-21 12:09:49 +01:00
Jules Blok
139ad3b2b9
TextureConversionShader: Use a Texture2DArray to match the shader resource view.
2015-02-21 11:50:20 +01:00
Markus Wick
6bbf774507
Merge pull request #2075 from magumagu/titantron-fix
...
Partially fix WWE12 titantron videos.
2015-02-21 10:09:47 +01:00
Scott Mansell
355be1719e
Fix regression with directx when zfreeze=true and ztest=false.
2015-02-21 10:52:29 +13:00
magumagu
074397c12d
Explicitly set up AllocateTexture configuration for palette conversion.
...
No functional change.
2015-02-19 15:57:05 -08:00
magumagu
ddc815dd7a
Remove TextureAddress struct.
2015-02-19 15:36:32 -08:00
magumagu
c0a4760f0e
Decode EFB copies used as paletted textures.
...
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
magumagu
4cdf9f543f
Partially fix WWE12 titantron videos.
...
The obvious question here is, why does it matter if we round or truncate?
The key is that GC/Wii does fixed-point interpolation, where PC GPUs do
floating-point interpolation. Discarding fractional bits makes the conversion
from floating-point to fixed point give more consistent results.
I'm not confident this is really the right fix, or that my explanation is
completely correct; ideally, we don't want to depend on floating-point
interpolation at all.
2015-02-18 19:41:00 -08:00
mimimi085181
2f8e0c9bb9
Allow multiple texture cache entries for textures at the same address
...
This is the same trick which is used for Metroid's fonts/texts, but for all textures. If 2 different textures at the same address are loaded during the same frame, create a 2nd entry instead of overwriting the existing one. If the entry was overwritten in this case, there wouldn't be any caching, which results in a big performance drop.
The restriction to textures, which are loaded during the same frame, prevents creating lots of textures when textures are used in the regular way. This restriction is new. Overwriting textures, instead of creating new ones is faster, if the old ones are unlikely to be used again.
Since this would break efb copies, don't do it for efb copies.
Castlevania 3 goes from 80 fps to 115 fps for me.
There might be games that need a higher texture cache accuracy with this, but those games should also see a performance boost from this PR.
Some games, which use paletted textures, which are not efb copies, might be faster now. And also not require a higher texture cache accuracy anymore. (similar sitation as PR https://github.com/dolphin-emu/dolphin/pull/1916 )
2015-02-18 23:54:40 +01:00
Ryan Houdek
3aa605236d
Merge pull request #2041 from Sonicadvance1/AArch64_vertex_loader
...
[AArch64] Vertex loader and things
2015-02-17 00:51:51 -06:00
Ryan Houdek
ed008c3a69
[AArch64] Change the vertex loader over to using unscaled loadstores.
...
In nearly all direct loadstore cases we can use unscaled loadstores.
Still have a fallback in case we hit a situation that we /can't/ do a unscaled loadstore.
2015-02-16 22:03:09 -06:00
Ryan Houdek
b4b03641b3
[AArch64] Implement vertex loader recompiler.
...
Shows a noticeable reduction in time spent in the vertex loader.
2015-02-16 16:51:32 -06:00
Pierre Bourdon
3500740dd4
Windows AVIDump: support "silent" frame dumping
...
When enabled, the silent option will avoid popping up dialog boxes for
overwrite confirmation or codec selection. The codec selection defaults to
uncompressed RGB.
This is required for FifoCI on Windows which needs to drive Dolphin from the
command line exclusively.
2015-02-14 23:38:14 +01:00
Markus Wick
405444d4fe
Merge pull request #1803 from lioncash/rgb
...
OnScreenDisplay: Allow for different colored messages
2015-02-14 10:47:47 +01:00
Tillmann Karras
1a52cff1c9
VertexLoaderManager: reset stats properly
2015-02-14 02:30:05 +01:00
Ryan Houdek
15e41c67f8
Change RunVertices' function arguments.
...
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
degasus
c404e87226
ShaderGen: Fix pixel offset correction
...
We want to move the vertex by 1/12 pixel, but the old code
did miss the perspective division. So by multiplying with pos.w,
the position is moved correctly after the perspective division.
2015-02-11 20:54:15 +01:00
magumagu
d9988ee9b5
Merge pull request #1987 from magumagu/thread-safety
...
Cleanup usage of atomic/threadsafe functions
2015-02-10 13:48:12 -08:00
Lioncash
9d5c6c55fe
OnScreenDisplay: Allow for different colored messages
2015-02-07 17:35:21 -05:00
Lioncash
e07679114b
Use emplace_* functions where in-place construction is preferable
2015-02-04 11:39:08 -05:00
magumagu
57d94de2ad
Fix regression for D3D EFB depth copies.
...
On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
2015-02-03 11:27:27 -08:00
Markus Wick
3c475b91ea
Merge pull request #1993 from Armada651/line-perspective
...
GeometryShaderGen: Perspective divide the line coordinates before comparing the angle.
2015-01-31 23:45:54 +01:00
Jules Blok
8c55ec0d51
GeometryShaderGen: Perspective divide the line coordinates before comparing the angle.
2015-01-31 23:32:23 +01:00
Tillmann Karras
1aac65f988
VertexLoaderManager: assimilate GetVertexSize()
2015-01-31 09:23:50 +01:00
magumagu
47be9d8e6b
Clean up usage of ScheduleEvent_Threadsafe.
2015-01-30 14:48:23 -08:00
degasus
20628b6e5d
OpcodeDecoder: Calculate decoding time for vertices
2015-01-29 19:55:28 +01:00
Gabriel Corona
a4adfe194a
JitRegister: overload Register with a [start,end) variant
2015-01-28 09:50:19 +01:00
Markus Wick
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
...
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
...
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
Tillmann Karras
3dbd6cd384
VertexLoaderX64: save XMM0 if the ABI requires it
2015-01-26 22:24:06 +01:00
Tillmann Karras
8416a86b6d
VertexLoaderBase: fix crash on invalid formats
2015-01-26 22:24:06 +01:00
Tillmann Karras
66f28707e7
VertexLoader: small clean up
2015-01-26 22:24:06 +01:00
magumagu
b56025e6eb
Don't use boolean negation.
2015-01-25 23:28:59 -08:00
magumagu
92189823f3
Fix RGBA8 encoding.
2015-01-25 22:53:30 -08:00
magumagu
b0b99b6922
Fix shader so it's possible to use with D3D Map().
...
Well, that's not strictly true, but trying to memcpy between two buffers
using different row lengths and different strides is at minimum extremely
unintuitive.
2015-01-25 19:57:09 -08:00
magumagu
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
Jules Blok
5c4ee2f71e
PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
...
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
...
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
Scott Mansell
61215e7180
Fix a buffer underrun in CalculateZSlope.
2015-01-25 20:31:20 +13:00
Lioncash
9cdfe889af
Coding style cleanup from the zfreeze merge
2015-01-24 15:16:48 -05:00
Markus Wick
ae514cb0f2
Merge pull request #1955 from degasus/master
...
TexCache: Rewrite the texID generation for paletted textures
2015-01-24 15:37:25 +01:00
degasus
51990fcdfa
TexCache: Rewrite the texID generation for paletted textures
...
This changes the behavior if both texture are available. The old code did
try to load the modfied texID, the new code tries the unmodified texID first.
2015-01-24 13:58:20 +01:00
Markus Wick
4f6d0049a7
Merge pull request #1951 from Sonicadvance1/Remove_old_defines
...
Remove an old GLES define that I missed.
2015-01-24 13:38:26 +01:00
Tony Wasserka
43036af944
Merge pull request #1812 from phire/real_zfreeze
...
Add proper zfreeze support.
2015-01-24 13:29:57 +01:00
Scott Mansell
14baf038e7
Stop doing nastly shit to OpenGL stream buffers.
...
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
Ryan Houdek
189528171b
Remove an old GLES define that I missed.
2015-01-23 14:30:23 -06:00
magumagu
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
Scott Mansell
5510c86b81
Move Zfreeze code out individual backends into videoCommon
...
Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
Scott Mansell
daf760b202
A few small cleanups based on code review.
2015-01-23 04:38:36 +13:00
Scott Mansell
e88c02dece
Ensure that ZSlopes save/restore state correctly.
...
Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
2015-01-23 03:32:31 +13:00
Scott Mansell
128d303656
Reduce number of divisions in screenspace transform.
...
This is closer to what the hardware does anyway.
2015-01-23 03:32:31 +13:00
NanoByte011
add59b3bea
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
...
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
6d5065c58d
Fix pixelshader constant offsets.
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
...
OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell
418296961c
Fix various issues with zfreeze implemntation.
...
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765
Cleanup and refactor of zfreeze port
...
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3
Initial port of zfreeze branch (3.5-1729)
...
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
skidau
d27bd9d291
Merge pull request #1885 from degasus/custom_texture
...
CustomTexture: new name format
2015-01-23 00:43:39 +11:00
NanoByte011
0a9257ad37
Cleaned up whitespace
...
Fixed Directional Attenuation (assumed, data was light dir vector already, but it was not!)
2015-01-21 22:30:41 -07:00
NanoByte011
f475e367f2
Lighting Attenuation Fixes
2015-01-21 15:55:32 -07:00
degasus
7cf4dd63e4
CustomTexture: fix texture format
2015-01-21 23:33:42 +01:00
degasus
1d0557a5e6
CustomTexture: use xxhash
2015-01-21 21:47:18 +01:00
degasus
84c8645d22
CustomTexture: Convert old format automatically
2015-01-21 21:22:55 +01:00
degasus
f9ced4eb13
CustomTexture: also support the legacy format
2015-01-21 21:22:55 +01:00
degasus
62402efa6c
CustomTexture: Mark textures with mipmaps
2015-01-21 21:22:55 +01:00
degasus
ee9d05d67f
CustomTexture: Use another file name with wildcards
2015-01-21 21:22:55 +01:00
degasus
a353ead3cb
CustomTexture: Use always safe texture hash
2015-01-21 21:22:55 +01:00
degasus
eeaad06a07
CustomTexture: check for min/max index on paletted textures
2015-01-21 21:22:55 +01:00
Ryan Houdek
1c62c2f935
Merge pull request #1924 from degasus/xxhash
...
VideoCommon: xxhash
2015-01-21 14:19:35 -06:00
Ryan Houdek
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
...
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek
50d495b581
Merge pull request #1916 from mimimi085181/master
...
Make efb to texture less broken for paletted textures that are efb copies
2015-01-21 13:40:36 -06:00
Ryan Houdek
7fba4856ce
Merge pull request #1931 from Sonicadvance1/Fix_PP_Config
...
Fix the Post Processing shader configuration dialog.
2015-01-21 13:29:01 -06:00
degasus
402fb4bd20
xxhash: Add cmake + VS files
...
Based on riking's PR.
2015-01-21 07:35:34 +01:00
Ryan Houdek
d348bfea46
Fix the Post Processing shader configuration dialog.
...
On locales that don't use period as a separator this would break us.
For vector values in a configuration, we use comma as a separator which causes the configuration to balloon to massive sizes due to never saving them
correctly. Loading would then break since it would load a million configuration options.
Fixes issue #7569 .
2015-01-20 16:40:46 -06:00
Jules Blok
f40cd04a29
PixelShaderGen: Fix uninitialized variables.
2015-01-20 23:15:01 +01:00
Tillmann Karras
1dcf49237b
VertexLoaderX64: support VAT.ByteDequant=0
2015-01-20 09:23:15 +01:00
Tillmann Karras
46ab5d63d6
VertexLoader: never reset alpha in 8888 colors
...
Fixes the opening menu of Xenoblade Chronicles.
2015-01-20 09:22:55 +01:00
Tillmann Karras
80617ec6bd
VertexLoader: remove weird line
2015-01-20 01:53:52 +01:00
Tillmann Karras
873902b4a3
VertexLoader: remove non-JIT SSE code
2015-01-20 01:51:07 +01:00
Markus Wick
0d0f7ec662
Merge pull request #1894 from Armada651/exclusive-fix
...
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok
332d5888eb
VideoConfig: Add exclusive mode flag.
...
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
Tillmann Karras
804341d4fe
VertexLoader: fix position offset bug
2015-01-19 17:38:40 +01:00
Tillmann Karras
4b323096ec
VertexLoader_Position: remove old JIT ideas
2015-01-19 17:36:24 +01:00
Ryan Houdek
7e64869185
Merge pull request #1887 from Tilka/vertex_loader_jit
...
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
mimimi085181
0d3343d093
Make efb to texture less broken for paletted textures that are efb copies
...
Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable.
2015-01-19 01:31:41 +01:00
Tillmann Karras
d3f49097c5
VertexLoaderX64: register symbol for code page
2015-01-18 23:20:44 +01:00
degasus
9f13a77799
TexCache: don't try to aggressive reuse the entry
...
As we pool them now, freeing and reallocating them is quite fast.
2015-01-18 19:58:33 +01:00
degasus
8565f02699
TexCache: use an unordered_multimap for the tex pool
2015-01-18 19:58:33 +01:00
degasus
4639d3b1bc
TexCache: also incude textures within the render target pool
2015-01-18 19:47:48 +01:00
degasus
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
degasus
615ae9f106
TexCache: remove PC_TexFormat
...
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras
bc5cf10ad5
VertexLoaderX64: optimize color conversions
2015-01-18 17:47:18 +01:00
Tillmann Karras
7d0cff05e9
VertexLoaderX64: make table lookup deterministic
2015-01-18 16:22:21 +01:00
Tillmann Karras
1855d56f1a
VertexLoaderX64: fix a bunch of stuff
...
Suggestions by @degasus and @FioraAeterna.
2015-01-18 13:31:28 +01:00
Tillmann Karras
dc01e261d1
VertexLoaderX64: fix duplicate register allocation
...
Thanks to @shuffle2 for noticing this.
2015-01-18 13:30:21 +01:00
Tillmann Karras
f5545477e3
VertexLoaderX64: suggestions by @magumagu
...
- avoid register merges
- avoid redundant MOV
2015-01-18 13:30:19 +01:00
Tillmann Karras
b27ba3802e
VertexLoaderX64: implement pre-Haswell fallbacks
2015-01-18 13:29:34 +01:00
Tillmann Karras
e82e9f97f5
VertexLoader: add new JIT
2015-01-18 13:29:34 +01:00
Tillmann Karras
20ded4c1e5
VertexLoader: remove old JIT
2015-01-18 12:59:33 +01:00
Tillmann Karras
bec30068a6
VertexLoader_TextCoord: reorder function list
2015-01-18 12:59:33 +01:00
Tillmann Karras
d86957944a
VertexLoader_Color: clean up
2015-01-18 12:59:33 +01:00
Tillmann Karras
6a26771cd5
VertexLoader_Normal: use shorter notation
2015-01-18 12:59:33 +01:00
Tillmann Karras
20bc18cd5d
VertexLoaderManager: make it nicer to read
2015-01-18 12:59:33 +01:00
Tillmann Karras
b0df4b08ec
VertexLoaderTester: fix a few problems
2015-01-18 12:59:33 +01:00
Tillmann Karras
2cedc0034d
DataReader: turn WritePointer into GetPointer
2015-01-18 12:59:33 +01:00
mimimi085181
96bcb09fb2
Fix another small bug with the efb2ram cache
...
Textures that are directly next to each other were falsely detected as overlapping.
2015-01-17 19:10:00 +01:00
Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
...
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
980ce440ef
Merge pull request #1813 from Armada651/convergence
...
Add UI for per-game stereoscopy settings.
2015-01-13 00:25:38 +01:00
Markus Wick
5be85cf928
Merge pull request #1814 from phire/worldspace_untangling
...
Move worldpos into it's own varying.
2015-01-12 22:59:21 +01:00
Stevoisiak
cb86db7b68
Minor consistency changes
...
Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
skidau
14ced85d85
Made the CPU thread wait for the GPU thread to swap, when XFB is enabled. May fix some of the "FIFO is overflowed by GatherPipe ! CPU thread is too fast!" errors.
2015-01-12 19:40:43 +11:00
degasus
22e06daf5c
TexCache: recreate the entry on level missmatch
2015-01-11 23:11:04 +01:00
degasus
a9eb08b85d
TexCache: Choose texture based on mipmap count
2015-01-11 22:41:04 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
d640453274
TexCache: cleanup max texture level
2015-01-11 22:23:35 +01:00
degasus
1261f5f7f4
TextureCache: inline arguments into texture cache
2015-01-11 22:23:35 +01:00
degasus
2b47df07b6
TexCache: use c++11 syntax for std::map::erase
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
degasus
6ba613fbd3
TexCache: unify global variables
2015-01-11 22:23:35 +01:00
degasus
774596dbed
TexCache: rename OverlapsMemoryRange
2015-01-11 22:23:35 +01:00
degasus
dddcea5a9a
TexCache: don't invalidate efb copys because of config changes
...
We'll loose data on invalidating them. So just keep them until a new copy is done.
A wrong scaled copy is better than no copy if the game doesn't creates a new one.
2015-01-11 22:23:35 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
...
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
...
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
degasus
8bdbe37c91
TexCache: Wipe pal hash
2015-01-10 11:55:16 +01:00
Markus Wick
f0f8384639
Merge pull request #1785 from degasus/custom_texture
...
VideoCommon: Custom texture handling
2015-01-08 13:29:45 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Markus Wick
d8d4c94e07
Merge pull request #1819 from Tilka/cmake
...
CMake: simplify some expressions
2015-01-06 09:27:59 +01:00
degasus
110d494070
VideoCommon: fix deterministic dual core
2015-01-03 21:50:51 +01:00
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
Scott Mansell
1b771deb56
Move worldpos into it's own varying.
...
Previously it was packed into spare slots in clippos.xy and normal.w,
but it's ugly and more importantly it's causing bugs.
This was discovered during the debugging of a zfreeze branch, which
expected clippos.xy to be xy position coordinates in clipspace (as
the name suggested).
Turns out the stereoscopy shader had also run into this trap, modifying
clippos.x (introducing errors with per-pixel lighting).
This commit has been moved outside of the zfreeze PR for fast merging.
2015-01-03 09:23:09 +13:00
Jules Blok
b816ee1f79
VideoConfig: Define a per-game minimum convergence value instead of a percentage boost.
2015-01-02 17:07:08 +01:00
skidau
9c6795c7b7
Merge pull request #1778 from JMC47/ReadIdleFix
...
Remove AtBreakpoint() from ReadIdle. Fixes Rogue Squadron 2 without breaking Gladius
2015-01-02 12:00:00 +11:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
...
OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Markus Wick
f5cddd4020
Merge pull request #1790 from Armada651/master
...
VideoConfig: Don't disable stereoscopy if Real XFB is enabled but not in use.
2014-12-30 12:30:23 +01:00
Jules Blok
0860c02258
VideoConfig: Don't disable stereoscopy if Real XFB is enabled but not in use.
2014-12-29 19:15:31 +01:00
Jules Blok
b474c4229d
VertexShaderManager: Turn off the epsilon hack for Nvidia 3D Vision.
2014-12-29 17:05:39 +01:00
Jules Blok
da058b3078
VideoConfig: Fix convergence parameter.
...
Looks like a rebase failed somewhere.
2014-12-29 12:03:59 +01:00
degasus
c6dd5044d6
VideoCommon: make hash independet from hires textures
2014-12-29 10:24:27 +01:00
degasus
f8184858da
VideoCommon: Merge code to generate texture names on dumping
2014-12-29 10:24:27 +01:00
degasus
51bfc4c52a
VideoCommon: rewrite custom textures
2014-12-29 10:24:21 +01:00
Jules Blok
3ed777b0f9
PixelShaderGen: Don't assign to input variables.
2014-12-28 23:37:05 +01:00
Jules Blok
8676891f77
VertexShaderGen: Don't read from output variables.
2014-12-28 23:28:00 +01:00
Jules Blok
3f763e6999
DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore.
2014-12-28 23:28:00 +01:00
Jules Blok
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
...
D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
...
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Justin Chadwick
51b26f3397
Remove AtBreakpoint() from ReadIdle. Fixes Rogue Squadron 2 without
...
Breaking Gladius
2014-12-27 19:16:50 -05:00
Jules Blok
86120bfc97
GeometryShaderManager: Set viewport in SetConstants().
...
Setting it in the callback is too early.
2014-12-26 17:58:59 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
...
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
c424aa1ac6
GeometryShaderManager: Boost convergence value.
...
Most game don't require much granularity regarding the convergence value.
The default convergence was also too low, this commit increases it tenfold.
2014-12-24 23:29:40 +01:00
Jules Blok
70b898e2c6
VideoConfig: Rename Separation to Depth and update descriptions.
...
More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-24 23:28:23 +01:00
Jules Blok
9590ea0cf6
VideoConfig: Turn off stereoscopy when Real XFB is enabled.
2014-12-24 18:45:24 +01:00
Jules Blok
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
Jules Blok
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
degasus
01cd11a835
OGL: fix ssbo based bbox support
2014-12-22 19:10:35 +01:00
degasus
1efd00227d
VertexLoader: Skip vertices with position index = -1
2014-12-21 14:29:44 +01:00
degasus
325e8e370e
VertexLoader: Merge dummy functions
2014-12-21 14:13:04 +01:00
degasus
7c486a8c24
VertexLoader: Add a VertexLoader pointer to each function call
2014-12-21 14:13:04 +01:00
degasus
7edf6ec4e4
VertexLoader: Add a test loader which compares two vertex loaders
2014-12-21 14:13:04 +01:00
degasus
809117102e
VideoCommon: split VertexLoaderBase from VertexLoader
2014-12-21 14:12:43 +01:00
degasus
a71c8158d9
VertexLoader: remove inlined getters
...
They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus
6e3b2712d2
VideoCommon: Move NativeVertexFormat cache to VertexLoaderManager
2014-12-21 13:47:43 +01:00
degasus
1281798992
VertexLoaderUid: remove operator<
...
Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus
ec28a80e00
VideoLoader: remove VAT_*_FRACBITS
...
They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.
This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
Ryan Houdek
59e1a8a1a0
Merge pull request #1736 from degasus/osd
...
OSD
2014-12-20 23:21:24 -06:00
degasus
a858db1d27
OGL: move osd warning for not supported stereo mode into config validation
2014-12-20 19:54:00 +01:00
degasus
ed9c14e0d5
OGL: Fix OGL3 with stereo enabled
2014-12-20 19:13:34 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
Jules Blok
d09af2dbba
GeometryShaderManager: Set stereo parameters in a SetConstants() call.
...
Doing it in SetProjectionChanged() is too early because the projection type is not set yet.
2014-12-20 13:16:26 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Dolphin Bot
a560d8f150
Merge pull request #1716 from Armada651/geom-wireframe
...
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
Jules Blok
bc3ed44050
OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks.
2014-12-19 23:56:02 +01:00
Ryan Houdek
b30802e2f0
Merge pull request #1721 from Sonicadvance1/fix_adreno_400
...
Fixes Adreno 400 performance.
2014-12-19 15:55:50 -06:00
Jules Blok
0d79e8f32b
VideoCommon: Don't specify the redundant in/out qualifier if GL_ARB_shading_language_420pack is supported.
...
Some driver developers interpreted "can" as "must" in the OpenGL specs. (I'm looking at you AMD)
2014-12-19 22:45:39 +01:00
Ryan Houdek
8c0e26d969
Minor changes to DriverDetails
...
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Ryan Houdek
0fec69001b
Fixes Adreno 400 slow performance.
...
Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
2014-12-19 21:31:37 +00:00
Jules Blok
531b3941ff
GeometryShaderGen: Re-emit the first vertex when wireframe mode is enabled.
2014-12-19 14:24:08 +01:00
Jules Blok
1b9fe70d7c
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
2014-12-19 14:10:53 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Jules Blok
cdd9e07522
VideoCommon: Add in/out qualifiers to centroid storage qualifier.
...
Fixes shaders for GPUs that don't support GL_ARB_shading_language_420pack.
2014-12-19 12:19:15 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
...
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Jules Blok
e7e8a4f1cb
GeometryShaderGen: Don't use the reserved keyword "point" in D3D.
2014-12-19 02:24:41 +01:00
Markus Wick
c7b809d46b
Merge pull request #1669 from degasus/swvertexloader
...
Video Software Vertex Loader
2014-12-18 19:30:56 +01:00
Jules Blok
8dc3653ac9
VideoCommon: Don't pass structs between shader stages when geometry shaders are unsupported.
2014-12-18 00:37:16 +01:00
Jules Blok
69df23f725
VideoCommon: Only use interface blocks when geometry shaders are supported.
2014-12-18 00:37:14 +01:00
Jules Blok
1af3d8447a
GeometryShaderManager: Set the constants within the callbacks.
2014-12-18 00:37:09 +01:00
Jules Blok
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
...
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
782a5adb94
VideoCommon: Pass interface blocks between shader stages to resolve naming conflicts.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733
GeometryShader: Disable the geometry shader stage if it is a pass-through shader.
2014-12-18 00:36:48 +01:00
Jules Blok
f2e52b46c3
GeometryShaderGen: Cosmetics.
2014-12-18 00:36:47 +01:00
Jules Blok
0ac7103391
GeometryShaderGen: Pack uniforms more tightly.
2014-12-18 00:36:40 +01:00
Jules Blok
d115048615
GeometryShaderGen: Remove redundant declaration.
2014-12-15 23:20:56 +01:00
Jules Blok
16af00d515
GeometryShaderGen: Use signed integers for the texture offset flags.
2014-12-15 23:05:16 +01:00
Jules Blok
861fa1af23
GeometryShaderGen: Declare a prototype for EmitVertex().
2014-12-15 22:47:43 +01:00
Jules Blok
8ae738ff30
VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
...
This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
...
This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
275af9c5e4
VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.
2014-12-15 22:47:41 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
...
And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
887c669c28
GeometryShaderGen: Redefine gl_InvocationID so we can use the same variable name in both backends.
2014-12-15 22:47:40 +01:00
Jules Blok
332ba4b210
GeometryShaderManager: Upload Line/Point width constants.
2014-12-15 22:47:35 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
cec5b0ce01
ShaderGen: Remove the GS_OUTPUT struct for OpenGL.
...
And remove the generator for it since it is no longer used outside of the geometry shader.
2014-12-14 13:28:50 +01:00
Jules Blok
fd6b588627
D3D: Define decimals in floating point numbers
2014-12-14 13:28:49 +01:00
Jules Blok
ea2bcb44f0
Cosmetics
2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
Jules Blok
b769da23d0
PixelShaderGen: Sample the correct texture slice.
2014-12-14 13:28:45 +01:00
Jules Blok
4f6ce0f236
D3D: Add geometry shader instancing support.
2014-12-14 13:28:44 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Jules Blok
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
degasus
d5eeb9b713
VideoSW: rewrite VertexLoader to use the VideoCommon one
2014-12-13 10:29:08 +01:00
skidau
d02eb3ca59
Merge pull request #1640 from rohit-n/switch-default
...
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Rohit Nirmal
b030d29067
Silence some -Wswitch-default warnings.
2014-12-11 22:23:05 -06:00
Fiora
3effd08843
FIFO: allocate slightly more for SIMD vertex loader overreads
...
May fix crashes in rare cases.
2014-12-10 05:52:55 -08:00
Markus Wick
4c139ca7cc
Merge pull request #1609 from degasus/datareader
...
VideoCommon: Datareader
2014-12-10 06:53:11 +01:00
degasus
bf65c49609
PixelShaderGen: merge OGL+D3D bbox
2014-12-09 19:32:24 +01:00
degasus
3fc7e55cc4
VideoCommon: clean up VertexLoader
2014-12-09 18:56:27 +01:00
degasus
02cdb41d3d
VideoCommon: Rename s_pCurBufferPointer
2014-12-09 18:56:27 +01:00
degasus
50de4238bb
VertexLoader: Move the old Datareader function into VertexLoader
2014-12-09 18:56:27 +01:00
degasus
21970c4a2a
VideoCommon: cleanup OpcodeDecoder
2014-12-09 18:56:27 +01:00
degasus
4b22885ed8
VideoCommon: fifo cleanups
2014-12-09 18:56:27 +01:00
degasus
27f984c02e
VideoCommon: rewrite DataReader
2014-12-09 18:56:27 +01:00
Ryan Houdek
0578ec92c0
Merge pull request #1665 from Sonicadvance1/yielding_the_dual_core_world
...
Idle loop in GPU loop on dual core systems.
2014-12-09 02:22:27 -06:00
Markus Wick
ff4526b4a9
Merge pull request #1657 from Tinob/master
...
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Ryan Houdek
d58bba2160
Idle loop in GPU loop on dual core systems.
...
Previously we had decided to busy loop on systems due to Windows' scheduler being terrible and moving us around CPU cores when we yielded.
Along with context switching being a hot spot.
We had decided to busy loop in these situations instead, which allows us greater CPU performance on the video thread.
This can be attributed to multiple things, CPU not downclocking while busy looping, context switches happening less often, yielding taking more time
than a busy loop, etc.
One thing we had considered when moving over to a busy loop is the issues that dual core systems would now face due to Dolphin eating all of their CPU
resources. Effectively we are starving a dual core system of any time to do anything else due to the CPU thread always being pinned at 100% and then
the GPU thread also always at 100% just spinning around. We noted the potential for a performance regression, but dismissed it as most computers are
now becoming quad core or higher.
This change in particular has performance advantages on the dual core Nvidia Denver due to its architecture being nonstandard. If both CPU cores are
maxed out, the CPU can't effectively take any idle time to recompile host code blocks to its native VLIW architecture.
It can still do so, but it does less frequently which results in performance issues in Dolphin due to most code just running through the in-order
instruction decoder instead of the native VLIW architecture.
In one particular example, yielding moves the performance from 35-40FPS to 50-55FPS. So it is far more noticeable on Denver than any other system.
Of course once a triple or quad core Denver system comes out this will no longer be an issue on this architecture since it'll have a free core to do
all of this work.
2014-12-07 05:36:44 +00:00
Lioncash
9bcadc8029
Common: Remove locale based functions from CommonFuncs.
...
Since %f isn't used anymore in the shader generators, these can go.
2014-12-05 20:55:29 -05:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
Markus Wick
f00ad2e65c
Merge pull request #1656 from kayru/orthographic_projection_epsilon
...
Moved projection epsilon back to g_fProjectionMatrix[15]
2014-12-05 17:34:50 +01:00
Yuriy O'Donnell
7ba417b73d
Moved projection epsilon back to g_fProjectionMatrix[15], which essentially scales vertices instead of just biasing.
2014-12-05 09:41:41 +01:00
Markus Wick
02dae1d1ba
VideoCommon: fix include order
2014-12-04 15:15:16 +01:00
skidau
4a424e93a4
Merge pull request #1622 from FioraAeterna/texmtxfloat4
...
Vertex loader: optimize texmtx_write_float4
2014-12-04 13:10:22 +11:00
Rohit Nirmal
ac22a2184b
Fix building with PCH disabled.
2014-12-03 19:59:47 -06:00
skidau
bfc62d2ada
Merge pull request #1366 from kayru/orthographic_projection_epsilon
...
Added projection matrix epsilon that fixes depth clipping issues in some games
2014-12-04 09:10:36 +11:00
Lioncash
88cd27bbca
Merge pull request #1392 from kayru/d3d_viewport_depth
...
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Fiora
e3578683e3
Vertex loader: optimize texmtx_write_float4
...
Seems to be pretty high in the profile in some geometry-heavy games like The
Last Story, and the compiler-generated assembly is terrifyingly bad, so
SSE-ize it.
2014-12-03 11:17:05 -08:00
Ryan Houdek
5c3bbf7409
Works around broken Intel Windows video drivers.
...
Just use regular boolean negation in our pixel shader's depth test everywhere except on Qualcomm.
This works around a bug in the Intel Windows driver where comparing a boolean value against true or false fails but boolean negation works fine.
Quite silly.
Should fix issues #7830 and #7899 .
2014-12-03 00:33:42 -06:00
Rohit Nirmal
239eaf122a
VideoCommon: Fix -Wsign-compare warnings.
2014-11-29 17:40:14 -06:00
Yuriy O'Donnell
a886d8a8ee
Renamed DEPTHPARAMS to PIXELCENTERCORRECTION
...
This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
2014-11-29 11:42:52 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
...
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Fiora
7acd5eba17
Vertex loader: use ABI_CallFunction
...
Should result in faster/shorter code sequences on platforms where generated
code is close enough to the code segment (e.g. Windows).
2014-11-28 20:26:00 -08:00
Ryan Houdek
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
...
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
Jules Blok
6d51455195
VideoConfig: Further optimize convergence and separation values and update their descriptions.
...
Previous convergence distance was much too large.
2014-11-27 16:19:26 +01:00
Lioncash
4afb85ef33
Merge pull request #1584 from degasus/master
...
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Stevoisiak
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
Jules Blok
a04edbcb9a
VideoConfig: Add separation and convergence modifiers to the game ini.
2014-11-24 15:10:52 +01:00
Jules Blok
f64aadd362
VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and introduce a separate section for it.
2014-11-24 12:25:35 +01:00
Jules Blok
0f4d59f612
VideoConfig: Rename StereoFocalLength to StereoConvergence.
2014-11-24 11:58:38 +01:00
Jules Blok
9b2cd82da5
GeometryShaderGen: Set the properties of the VS_OUTPUT struct in the uid.
2014-11-23 14:30:12 +01:00
degasus
ed9f258b27
GeometryShader: Don't read from output variables
2014-11-23 14:30:12 +01:00
Jules Blok
106df04e8e
GeometryShaderGen: Declare the vertex array size.
2014-11-23 14:30:12 +01:00
Jules Blok
422125c1a9
GeometryShaderGen: Add comments.
2014-11-23 14:30:12 +01:00
Jules Blok
24e4de3643
VideoConfig: Move stereoscopy settings to the Enhancements section.
2014-11-23 14:30:12 +01:00
Jules Blok
0f63186371
TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
2014-11-23 14:27:40 +01:00
Jules Blok
f3ddf37d07
VideoCommon: Switch to Nvidia stereoscopy offset formula.
2014-11-23 14:27:40 +01:00
Jules Blok
8210b9c915
TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
...
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok
27f3f804a0
ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.
...
GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
2014-11-23 14:27:40 +01:00
Jules Blok
51a4d6a4be
GeometryShader: Adjust positions after projection.
...
By adjusting the positions in clip space we can avoid the re-projection.
2014-11-23 14:27:40 +01:00
Jules Blok
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
acc65ee608
GeometryShader: Replicate missing position manipulations from vertex shader.
2014-11-23 14:27:40 +01:00
Jules Blok
3baa01fc73
VideoConfig: Use a smaller focal length default.
2014-11-23 14:27:39 +01:00
Jules Blok
f74d1b16ed
OGL: Add Top-and-Bottom stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
1261bd02ca
VertexShaderManager: Add stereoscopy options to swap the left and right eye.
2014-11-23 14:27:39 +01:00
Jules Blok
c3ad6e7820
PostProcessing: Add support for anaglyph stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
6c8f3fa861
VideoConfig: Add StereoMode enumeration.
2014-11-23 14:27:39 +01:00
Jules Blok
d7804a4d3e
Cosmetics.
2014-11-23 14:27:39 +01:00
Jules Blok
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
Jules Blok
4d9589b35f
Cosmetics.
2014-11-23 14:27:38 +01:00
Jules Blok
9b4185ffdf
ShaderGen: Make use of padding to store the stereo flag.
2014-11-23 14:27:38 +01:00
Jules Blok
f370cb386c
ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
2014-11-23 14:27:38 +01:00
Jules Blok
6cacfad010
GeometryShader: Transform the projection within the geometry shader.
...
Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
2014-11-23 14:27:38 +01:00
Jules Blok
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
Jules Blok
63b37e29d1
ShaderGen: Rename "eye" to "layer".
...
Keeping things generic.
2014-11-23 14:26:56 +01:00
Jules Blok
d583720a59
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
2014-11-23 14:26:56 +01:00
Jules Blok
176191dc16
ShaderGenCommon: Move uniforms into a common static string.
2014-11-23 14:24:09 +01:00
Jules Blok
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
...
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok
b236c363de
ShaderGen: Add a stereoscopy flag in the UID data.
2014-11-23 14:23:42 +01:00
Jules Blok
5944d15021
TextureCache: Check the number of layers before reusing a texture.
2014-11-23 14:23:42 +01:00
Jules Blok
272ea90ca5
GeometryShaderGen: Allow stereoscopy to be disabled.
...
Will facilitate future use of this generator for other purposes.
2014-11-23 14:23:41 +01:00
Jules Blok
d9e280e338
PixelShaderGen: Sample the correct texture layer.
2014-11-23 14:23:41 +01:00
Jules Blok
f6ea293027
VertexShaderManager: Compute stereoscopy projection matrices.
2014-11-23 14:23:41 +01:00
Jules Blok
c64486075d
PostProcessing: Add layered stereoscopy support.
2014-11-23 14:23:41 +01:00
Jules Blok
2d8ec62beb
Pass VS_OUTPUT structs between shaders.
2014-11-23 14:23:41 +01:00
Jules Blok
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
degasus
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
degasus
6f3e20ac42
OGL: disable bbox writes if not supported
2014-11-22 15:17:57 +01:00
Matthew Parlane
4ef0ab2731
Merge pull request #1534 from FioraAeterna/fixd3dtex1x1
...
D3D: fix issues with multi-level 1x1 textures on D3D
2014-11-21 19:12:58 +13:00
Matthew Parlane
21e4e035cc
Merge pull request #1281 from Stevoisiak/RenameEuRGB60
...
Renamed EuRGB to PAL60
2014-11-21 19:09:42 +13:00
Fiora
3ddf82a318
Vertex Loader: SSE implementations of more position/texcoord/normal formats
...
~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex
fb50cb6d99
Merge pull request #1550 from degasus/bbox
...
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
skidau
ca3e5ce5e1
Added an exception check when the game is close to overflowing. Fixes the fifo overflow that occurs in Battalion Wars 2.
...
Changed the CPEnd loop check to an exact match.
2014-11-19 12:48:09 +11:00
skidau
3d448e49c6
Update CPStatus before processing the FIFO events and force an exception check on interrupts.
...
Added more information into the FIFO unknown opcode error message.
2014-11-19 12:48:08 +11:00
skidau
b2c02e216c
Separated out the CPU and GPU thread path to avoid clobbering.
...
Removed the Eternal Darkness check as it is no longer required.
Fixes issue 7835.
2014-11-19 12:48:08 +11:00
Stevoisiak
e7a82c4ded
Renamed EuRGB60 to PAL60
2014-11-18 16:51:21 -05:00
degasus
c211450b99
OGL: implement bounding box support with ssbo
...
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
degasus
90613a1bda
OpcodeDecoder: Skip recursiv display lists
2014-11-15 16:24:06 +01:00
Stevoisiak
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
Fiora
733795891c
D3D: fix issues with multi-level 1x1 textures on D3D
...
Fixes NBA 2K11, maybe other things.
2014-11-12 21:43:48 -08:00
Yuriy O'Donnell
dc08de028c
Moved projection epsilon to a more reasonable place
2014-11-09 15:25:49 +01:00
Jasper St. Pierre
44b879dac2
Destroy OpenMP
2014-11-06 18:38:24 -08:00
Lioncash
f6b4b4dbba
Merge pull request #1497 from lioncash/host
...
Host: Kill off Host_SysMessage
2014-11-06 20:41:53 -05:00
Lioncash
884ec2ed13
Host: Kill off Host_SysMessage
...
Equivalent facilities already exist.
2014-11-05 02:30:48 -05:00
Tillmann Karras
c34d99e40e
Work around LLVM header peculiarity
...
Bug report: http://llvm.org/bugs/show_bug.cgi?id=21472
2014-11-04 02:29:33 +01:00
comex
08b61fdd9c
Merge pull request #1465 from degasus/master
...
VideoCommon: Remove GetPointer in fifo code
2014-11-02 19:58:45 -05:00
Ryan Houdek
6e43562496
Merge pull request #1468 from Tilka/cleanup
...
Small cleanup
2014-11-02 11:02:35 -06:00
Tillmann Karras
ff41dd479b
Fix warnings about non-static variables
2014-11-02 04:51:44 +01:00
Lioncash
9ab924513e
VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
...
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
degasus
cd9f0c34e4
VideoCommon: Remove GetPointer in fifo code
2014-11-01 12:24:43 +01:00
Ryan Houdek
3e82cb4628
Merge pull request #1440 from Sonicadvance1/attributeless-workaround
...
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek
9da7e6ae79
Adds a DriverDetails bug to track Qualcomm attributeless rendering.
...
This particular issue was fixed in the v66 (07-08-2014) development drivers from Qualcomm.
To make sure we cover all drivers that may or may not have the issue fixed, make sure to mandate v95 minimum to work around the issue.
The next commit is the actual work around for post processing for this.
2014-10-29 19:58:18 -05:00
Ryan Houdek
daabcfd6fc
Removes Qualcomm's rotated framebuffer bug from DriverDetails.
...
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
comex
67452c53f1
Merge pull request #1386 from booto/small-loop-fix
...
VideoCommon: loop bug in ShaderGenCommon.h debug
2014-10-29 17:28:10 -04:00
Ryan Houdek
bbaf8f9c0e
Merge pull request #1434 from Sonicadvance1/fix-qualcomm
...
Fixes missing objects on Adreno hardware.
2014-10-29 10:38:23 -06:00
Ryan Houdek
6d4867e36a
Fixes missing objects on Adreno hardware.
...
This particular bug from our friends over at Qualcomm manifests itself due to our alpha testing code having a conditional if statement in it.
This is a fairly recent breakage this time around, it was introduced in the v95 driver which comes with Android 5.0 on the Nexus 5.
So to break this issue down; In our alpha testing code we have two comparisons that happen and if they are true we will continue rendering, but if
they aren't true we do an early discard and return. This is summed up with a fairly simple if statement.
if (!(condition_1 <logic op> condition_2)) { /* discard and return */ }
This particular issue isn't actually due to the conditions within the if statement, but the negation of the result. This is the particular issue that
causes Qualcomm to fall flat on its face while doing so.
I've got two simple test cases that demonstrate this.
Non-working: http://hastebin.com/evugohixov.avrasm
Working: http://hastebin.com/afimesuwen.avrasm
As one can see, the disassembled output between the two shaders is different even though in reality it should have the same visual result.
I'm currently writing up a simple test program for Qualcomm to enjoy, since they will be asking for one when I tell them about the bug.
It will be tracked in our video driver failure spreadsheet along with the others.
2014-10-29 06:21:03 -05:00
comex
089e32ba7d
Merge pull request #1307 from comex/bitset
...
Higher level bitset wrapper
2014-10-28 23:39:35 -04:00
Scott Mansell
ba58cc47a3
Remove old (and now incorrect) error checking code.
...
We will now rely on Memory::CopyFromEmu to do bounds checking.
Some games actually load palettes from 0x00000000, despite the
fact no valid palette data should ever be there.
Fixes Issue 7792.
2014-10-29 08:53:53 +13:00
skidau
b13ba0680c
Merge pull request #1345 from sgadrat/fix-avidump-framerate
...
Fix timing of AVI files dumped on Linux
2014-10-28 12:50:01 +11:00
comex
b29e5146ec
Convert some VideoCommon stuff to BitSet.
...
Now with a minor performance improvement removed for no reason.
2014-10-25 16:57:25 -04:00
comex
eb7f4dac50
Convert registersInUse to BitSet.
2014-10-25 16:57:25 -04:00
comex
5c2a470b97
Fix 'sizeof' which broke in my reference-to-pointer conversion.
2014-10-25 15:02:12 -04:00
skidau
bc26cb1b19
Merge pull request #1322 from degasus/ogl-pp
...
OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
booto
6afdff6023
VideoCommon: loop bug in ShaderGenCommon.h debug
2014-10-25 01:52:31 +08:00
skidau
716fe06289
Merge pull request #1349 from comex/good-job-dereferencing-null-on-purpose
...
Fix some warnings from Clang trunk in an overly aggressive manner
2014-10-24 13:03:09 +11:00
Sylvain Gadrat
3a12c50dc1
Fix timing of AVI files dumped on Linux
...
The timing information is set on s_scaled_frame->pts, giving precise
timing information to the encoder. Frames arriving too early (less than
one tick after the previous frame) are droped. The setting of packet's
timestamps and flags is done after the call to avcodec_encode_video2()
as this function resets these fields according to its documentation.
2014-10-23 23:34:38 +02:00
comex
1f5b1001ce
Merge pull request #1342 from phire/lessGetPointer
...
Eliminate getPointers which are memcpyed or memset.
2014-10-23 14:42:37 -04:00
Scott Mansell
23832987b5
Revert changes preloading of RGBA8 tiles.
...
This path should probally be optimised, but it's out of the
scope of this PR.
2014-10-23 18:15:29 +13:00
degasus
7292ea6a04
OGL: force enable postprocessing
2014-10-23 00:21:52 +02:00
Yuriy O'Donnell
db497cc55f
Added projection matrix epsilon that fixes depth clipping issues in some games
2014-10-23 00:20:47 +02:00
comex
6e774f1b64
Add missing includes where headers depend on other headers having been included first.
...
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
comex
8492d04dfa
Use pointers instead of references in GetUidData to avoid the undefined behavior of *(T *)nullptr (ewwww)
2014-10-21 21:20:05 -04:00
Scott Mansell
3aa979d7d7
Remove another 3 getPointers.
...
Thanks neobrain for spotting these.
2014-10-21 12:18:54 +13:00
skidau
f65bb10c93
Merge pull request #1308 from kayru/shader_generator_write_opt
...
Workaround for MSVC not optimizing away Write() in GeneratePixelShader
2014-10-20 17:15:53 +11:00
skidau
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
...
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek
b3cee80faa
Merge pull request #1321 from Sonicadvance1/Qualcomm-v95
...
Change driver details to reflect Qualcomm's changes with their v95 driver
2014-10-19 08:48:42 -05:00
Ryan Houdek
9108a11af4
Change driver details to reflect Qualcomm's changes with their v95 driver.
...
They fixed their issues with dynamic UBO array member access.
There are many other issues though.
2014-10-18 02:50:57 -05:00
skidau
a5674bbe84
Merge pull request #475 from kayru/d3d_state_cache
...
D3D: Implemented cache for dynamic render states
2014-10-18 13:11:39 +11:00
Fog
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
d23da7dbef
Added __forceinline to AlphaTest::TestResult() to make MSVC inline it
2014-10-17 21:50:41 +02:00
Yuriy O'Donnell
5fdda135d2
Workaround for MSVC not optimizing away Write() in GeneratePixelShader
...
ShaderConstantProfile and ShaderUid now have an empty implementation
of Write() that uses variadic templates instead of varargs. MSVC is now
able to inline and optimize away this when necessary.
2014-10-17 21:37:42 +02:00
comex
4134a0ad54
Make some variables static (should probably adjust for coding style too, but I'm not the one who merged code with bad style...)
2014-10-16 17:03:37 -04:00
comex
1ff86a4716
Merge pull request #1295 from crudelios/remove-bbox-settings
...
Remove setting to enable or disable Bounding Box calculation.
2014-10-16 17:00:37 -04:00
degasus
8f403696ea
DriverDetails: mark intel buffer_storage bug as fixed
2014-10-16 22:51:32 +02:00
skidau
3023abc1b5
Merge pull request #1285 from degasus/master
...
PixelShaderGen: replace multiplication with shift
2014-10-16 14:04:25 +11:00
Yuriy O'Donnell
2e4667caaa
D3D: Moved render state cache into separate source files.
...
Refactored StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by StateCache::Get().
2014-10-15 20:22:39 +02:00
crudelios
d281b4d7e1
Remove setting to enable or disable Bounding Box calculation.
2014-10-15 19:02:54 +01:00
skidau
8ef21bc5e2
Merge pull request #1272 from RisingFog/sconfig-dump-frames
...
Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
Markus Wick
1227bd2ba6
PixelShaderGen: replace multiplication with shift
...
iirc both nvidia and i965 doesn't optimize this
2014-10-14 12:34:37 +02:00
skidau
9551650c42
Merge pull request #1095 from crudelios/sw-bbox
...
Reimplement Bounding Box calculation using the software renderer.
2014-10-13 15:57:11 +11:00
Fog
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
Fog
cd0c784d5a
Changed Dump Frames References
2014-10-12 19:51:13 -04:00
skidau
18c81dbc33
Merge pull request #1261 from lioncash/mesa-resonance-cascade
...
AVIDump: Add missing CoreTiming header
2014-10-12 14:26:23 +11:00
Lioncash
e283839b68
AVIDump: Add missing CoreTiming header
...
Fixes build on the mesa buildbot
2014-10-11 23:12:19 -04:00
skidau
a00ad6871c
Merge pull request #1220 from RisingFog/avsync
...
Proper Audio/Video Dumping
2014-10-12 14:04:45 +11:00
crudelios
1e3b9ecdc1
Fix compile errors after rebase.
2014-10-10 12:44:44 +01:00
crudelios
176ea06e82
Get buildbot to compile.
2014-10-10 12:28:15 +01:00
crudelios
47c67f014f
Fix linux build and various warnings.
...
Increase savestate version.
2014-10-10 12:28:13 +01:00
crudelios
2d4b7e3f3f
Reimplement Bounding Box calculation using the software renderer.
2014-10-10 12:27:06 +01:00
Fog
fc4125cdd1
Proper Audio/Video Dumping
2014-10-09 00:06:04 -04:00
Jules Blok
39f421d45d
Support the borderless fullscreen option in all backends.
2014-10-07 16:48:43 +02:00
Jules Blok
7344f752b7
Replace BorderlessFullscreenEnabled by ExclusiveFullscreenEnabled.
...
Special handling was associated with this function, which only applies to exclusive fullscreen.
2014-10-07 16:43:32 +02:00
Lioncash
16a74a9557
Fifo: Fix tab/space mismatches
2014-10-06 20:04:57 -04:00
Lioncash
7c05d029d3
Merge pull request #1085 from waddlesplash/refactoring
...
Migrate global init stuff into UICommon.
2014-10-05 21:25:44 -04:00
Augustin Cavalier
19109e2d01
Migrate global init stuff into UICommon.
...
This avoids code duplication in a bunch of places .
I also moved the NVIDIA Optimus export into VideoCommon.
2014-10-05 20:47:37 -04:00
comex
7f6284c2fc
Change a bunch of reference function arguments to pointers.
...
Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rohit Nirmal
ce8a4f5cc5
VideoCommon: Silence -Wmaybe-uninitialized warnings.
2014-09-30 16:14:18 -04:00
Tony Wasserka
13fc8e7df1
Merge pull request #578 from RachelBryk/IR
...
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex
2eebdff01b
Remove useless STACKALIGN macro.
...
It only ever did anything on 32-bit OS X.
Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
comex
87a95727cd
ReadDataFromFifo is always called with len = 32. Remove the parameter to enable optimizations.
...
And rename some variables around it to be less confusing.
2014-09-29 22:07:16 -04:00
skidau
007ba13cfa
Merge pull request #1144 from skidau/fifo-linked
...
Moved the linking of the FIFO CPWritePointer near where CPWritePointer gets updated
2014-09-29 13:52:33 +10:00
comex
6c0a68d507
Add the override config option.
...
I hate the config code, but now is not the time to fix it...
2014-09-28 21:34:31 -04:00
comex
3a2048ea57
Add a central variable g_want_determinism which controls whether to try to make things deterministic.
...
It now affects the GPU determinism mode as well as some miscellaneous
things that were calling IsNetPlayRunning. Probably incomplete.
Notably, this can change while paused, if the user starts recording a
movie. The movie code appears to have been missing locking between
setting g_playMode and doing other things, which probably had a small
chance of causing crashes or even desynced movies; fix that with
PauseAndLock.
The next commit will add a hidden config variable to override GPU
determinism mode.
2014-09-28 21:34:31 -04:00
comex
65af90669b
Add the 'desynced GPU thread' mode.
...
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-09-28 21:34:29 -04:00
comex
2d4b7c5900
Make ReadDataFromFifo static.
2014-09-28 21:25:12 -04:00
comex
0ae9e398c8
Rejigger some FIFO buffer variables to be more rational.
...
videoBuffer -> s_video_buffer
size -> s_video_buffer_write_ptr
g_pVideoData -> g_video_buffer_read_ptr (impl moved to Fifo.cpp)
This eradicates the wonderful use of 'size' as a global name, and makes
it clear that s_video_buffer_write_ptr and g_video_buffer_read_ptr are
the two ends of the FIFO buffer s_video_buffer.
Oh, and remove a useless namespace {}.
2014-09-28 21:25:12 -04:00
comex
e86ddacb18
Changes to allow LoadCPReg to work in a preprocess mode which affects a separate state.
...
This state will be used to calculate sizes for skipping over commands on
a separate thread. An alternative to having these state variables would
be to have the preprocessor stash "state as we go" somewhere, but I
think that would be much uglier.
GetVertexSize now takes an extra argument to determine which state to
use, as does FifoCommandRunnable, which calls it. While I'm modifying
FifoCommandRunnable, I also change it to take a buffer and size as
parameters rather than using g_pVideoData, which will also be necessary
later. I also get rid of an unused overload.
2014-09-28 21:25:06 -04:00
comex
f0131c2e09
Mechanical changes to move most CP state to a struct rather than separate globals.
...
The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
comex
90638c6806
Switch to an unordered_map as a micro-optimization.
2014-09-28 21:23:29 -04:00
comex
f8452ff501
Fix threading issue with vertex loader JIT.
...
VertexLoader::VertexLoader was setting loop_counter, a *static*
variable, to 0. This was nonsensical, but harmless until I started to
run it on a separate thread, where it had a chance of interfering with a
running vertex translator.
Switch to just using a register for the loop counter.
2014-09-28 21:23:28 -04:00
comex
63c62b277d
Some changes to VertexLoaderManager:
...
- Lazily create the native vertex format (which involves GL calls) from
RunVertices rather than RefreshLoader itself, freeing the latter to be
run from the CPU thread (hopefully).
- In order to avoid useless allocations while doing so, store the native
format inside the VertexLoader rather than using a cache entry.
- Wrap the s_vertex_loader_map in a lock, for similar reasons.
2014-09-28 21:23:28 -04:00
skidau
275226c2b6
Merge pull request #1147 from RachelBryk/unicode-tex
...
Allow custom textures to load from unicode paths.
2014-09-28 14:54:56 +10:00
Rachel Bryk
4fe1119e52
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini.
2014-09-25 19:50:25 -04:00
skidau
539f270c67
Added a xf.numtexgen != bp.numtextgen error log if there is a mismatch detected.
2014-09-24 10:46:09 +10:00
skidau
b4399dbdf3
Fixed the "Undeclared identifier: uv0" OpenGL shader compile error that appears in NBA2K11.
2014-09-24 00:10:45 +10:00
Rachel Bryk
4ed9b561bd
Allow custom textures to load from unicode paths.
2014-09-22 12:51:30 -04:00
skidau
8c5e12cf02
Moved the linking of the FIFO CPWritePointer near where CPWritePointer gets updated. The CPWritePointer was getting updated while it was in-flight causing Pac-man Party to flicker. Fixes issue 5223.
2014-09-22 16:49:09 +10:00
Tony Wasserka
1d23c2ca8b
GPU: Only load the relevant color components upon writes to the tev color registers.
...
The other two components need not be valid upon write, hence loading them results in glitches.
Fixes issue 6783.
2014-09-21 10:38:22 +02:00
skidau
536582b2eb
Merge pull request #1129 from lioncash/casing
...
VideoCommon: Fix function casing in FrameBufferManagerBase
2014-09-21 15:56:17 +10:00
Lioncash
a6ffa55215
VideoCommon: Fix function casing in FrameBufferManagerBase
2014-09-20 14:54:59 -04:00
Lioncash
91438fa9e7
VideoCommon: Make zfreeze in GenMode 1 bit in size
2014-09-20 14:30:41 -04:00
Ryan Houdek
eb23882398
Merge pull request #1120 from rohit-n/muh-precompiled-headers
...
Fix build failing when disabling precompiled headers.
2014-09-19 17:43:42 -05:00
Rohit Nirmal
46057db37d
Fix build failing when disabling precompiled headers.
2014-09-19 18:17:51 -04:00
magumagu
32e5043b29
WIP XFB scaling.
...
Still an ugly mess.
2014-09-19 12:33:15 -05:00
Lioncash
b06ec302d1
Remove some unnecessary semicolons
2014-09-11 13:05:31 -04:00
Ryan Houdek
71cb09f1ca
Merge pull request #1027 from rohit-n/change-include
...
Include CommonTypes.h instead of Common.h.
2014-09-10 00:35:16 -05:00
skidau
d1439bc1db
Merge pull request #1041 from RachelBryk/kill-g_CoreStartupParameter
...
Kill Core::g_CoreStartupParameter.
2014-09-10 11:00:42 +10:00
Rachel Bryk
f93aa7087c
Kill Core::g_CoreStartupParameter.
2014-09-09 00:24:49 -04:00
Fiora
94c20db369
Rename Log2 and add IsPow2 to MathUtils for future use
...
Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Rohit Nirmal
fbc64984ca
Include CommonTypes.h instead of Common.h.
2014-09-08 15:39:58 -04:00
comex
c5c0b36046
Remove the inaccurately named ABI_PushAllCalleeSavedRegsAndAdjustStack (it didn't preserve FPRs!) and replace with ABI_PushRegistersAndAdjustStack.
...
To avoid FPRs being pushed unnecessarily, I checked the uses: DSPEmitter
doesn't use FPRs, and VertexLoader doesn't use anything but RAX, so I
specified the register list accordingly. The regular JIT, however, does
use FPRs, and as far as I can tell, it was incorrect not to save them in
the outer routine. Since the dispatcher loop is only exited when
pausing or stopping, this should have no noticeable performance impact.
2014-09-08 01:00:10 -04:00
comex
2dafbfb3ef
Improve code and clarify parameters to ABI_Push/PopRegistersAndAdjustStack.
...
- Factor common work into a helper function.
- Replace confusingly named "noProlog" with "rsp_alignment". Now that
x86 is not supported, we can just specify it explicitly as 8 for
clarity.
- Add the option to include more frame size, which I'll need later.
- Revert a change by magumagu in March which replaced MOVAPD with MOVUPD
on account of 32-bit Windows, since it's no longer supported. True,
apparently recent processors don't execute the former any faster if the
pointer is, in fact, aligned, but there's no point using MOVUPD for
something that's guaranteed to be aligned...
(I discovered that GenFrsqrte and GenFres were incorrectly passing false
to noProlog - they were, in fact, functions without prologs, the
original meaning of the parameter - which caused the previous change to
break. This is now fixed.)
2014-09-08 00:58:56 -04:00
shuffle2
227b79bf84
Merge pull request #1004 from comex/warning-fixes-2
...
Two trivial warning fixes
2014-09-06 11:56:32 -07:00
comex
917c6d324a
Remove unused functions in TextureDecoder.
2014-09-06 13:32:54 -04:00
Rohit Nirmal
629ceaf2b1
Split some parts of UpdateBoundingBox into multiple lines. Also,
...
fix issues causing failure on Lint.
2014-09-06 09:49:27 -05:00
Rohit Nirmal
debe3999b5
Remove more dead and redundant code.
2014-09-05 23:22:48 -05:00
shuffle2
0576046fdd
Merge pull request #972 from Sonicadvance1/fix-intel-windows
...
Work around Intel's failings with buffer_storage
2014-09-05 11:06:49 -07:00
Fiora
07e0c917c6
Revert "JIT64: optimize CA calculations"
2014-09-05 10:26:30 -07:00
comex
97420c6ec6
Merge pull request #852 from FioraAeterna/optimizeca
...
JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
shuffle2
a9a6270982
Merge pull request #774 from magcius/texdecode-cleanup
...
Clean up the TextureDecoder and some related things
2014-09-04 19:37:49 -07:00
Jasper St. Pierre
76b4dbdf28
TextureDecoder: Clean up the code style
...
For a long time, we've had ugly and inconsistent function names here as
helpers, names like "decodebytesRGB5A3rgba" which are absolutely
incomprehensible to understand. Fix this by introducing a new consistent
naming scheme, where the above function now becomes "DecodeBytes_RGB5A3".
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
0b7bed4a52
TextureDecoder: Simplify how the reference texture decoder works
...
Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.
x64 will continue using the separate functions for speed.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
ea1245d191
TextureDecoder: Pass the TLUT address straight into the texture decoder
...
This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
fcd4ecc942
TextureDecoder: Add an enum for the TLUT formats
...
Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
32da01edec
TextureDecoder: Rearrange header slightly
...
Put the two Decode APIs together.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
f975307016
TextureDecoder: Add some statics to some of our helper functions
...
I know these are already inline, but this makes it more clear that
they're helper functions to be used in this file only.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
a8e591dc73
VideoCommon: Remove support for decoding to ARGB textures
...
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
9438a30384
VideoCommon: Start putting common texture decoding code in TextureDecoder_Common
...
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
2014-09-04 18:36:53 -07:00
skidau
73fc45db68
Merge pull request #967 from skidau/SyncGPU-SaveState
...
Added the EmuRunningState check to the GPU thread's FIFO loop
2014-09-05 11:24:46 +10:00
Jasper St. Pierre
bfb2c04ace
TextureDecoder: Remove unused function
...
GetPC_TexFormat was never used. It was added in commit d02426a
, with the
only user being commented out code. The commented out code was later
removed in 9893122
, but the implementation stayed.
2014-09-04 17:32:06 -07:00
Jasper St. Pierre
6682a2fadd
TextureDecoder: Fix a RGBA/BGRA copy/paste typo
...
We were decoding to BGRA32 textures in our RGBA32 texture decoder. Since
this is the same for the BGRA32 decoder implementation, this is most
likely a copy/paste typo, rather than the texture actually being
bit-swapped. Fix this.
I'm not sure of any games that use the C14X2 texture format, so I'm not
sure this fixes any games, but it does make the code cleaner for when we
clean it up in the future, and merge some of these similar loops.
2014-09-04 17:30:53 -07:00
Jasper St. Pierre
a5297f6da8
PixelEngine: Remove unused AllowIdleSkipping and all references to it
2014-09-04 17:25:59 -07:00
Sonicadvance1
e32b2e1771
Work around Intel's failings with with buffer_storage
2014-09-04 19:03:49 -05:00
Yuriy O'Donnell
d8d9bc8c6c
Render: Implemented simple render target pool
...
This avoids creating and destroying render targets every frame,
which is a significant CPU overhead.
Old render targets are destroyed after 3 frames.
2014-09-04 22:21:06 +02:00
Dolphin Bot
830a03c540
Merge pull request #957 from degasus/frame_skipping
...
VideoCommon: rewrite frame skipping code
2014-09-04 18:27:19 +02:00
degasus
8b84ddce9a
VideoCommon: rewrite frame skipping code
2014-09-04 18:07:39 +02:00
degasus
ef6f6a7fa9
VideoCommon: remove XFReg copy optimization
...
This code is just ugly and I doubt there is a way that copying twice is faster.
2014-09-04 17:56:17 +02:00
skidau
86db0bf8c3
Added the EmuRunningState check to the GPU thread's FIFO loop so that the GPU thread services any waiting save states. This is needed for games that have the Sync GPU option enabled.
2014-09-04 22:02:21 +10:00
comex
dd5be7c0dc
Merge pull request #924 from comex/fifo-command-runnable
...
Refactor opcode decoding a bit to kill FifoCommandRunnable.
2014-09-02 23:27:30 -04:00
Shawn Hoffman
266992684d
msvc: remove some remnants of SDL and DSound from projects and general cleanup.
2014-09-01 21:27:44 -07:00
Fiora
b51aa4fa89
Rename Log2 and add IsPow2 to MathUtils for future use
...
Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
comex
608f9bcd67
Refactor opcode decoding a bit to kill FifoCommandRunnable.
...
Separated out from my gpu-determinism branch by request. It's not a big
commit; I just like to write long commit messages.
The main reason to kill it is hopefully a slight performance improvement
from avoiding the double switch (especially in single core mode);
however, this also improves cycle calculation, as described below.
- FifoCommandRunnable is removed; in its stead, Decode returns the
number of cycles (which only matters for "sync" GPU mode), or 0 if there
was not enough data, and is also responsible for unknown opcode alerts.
Decode and DecodeSemiNop are almost identical, so the latter is replaced
with a skipped_frame parameter to Decode. Doesn't mean we can't improve
skipped_frame mode to do less work; if, at such a point, branching on it
has too much overhead (it certainly won't now), it can always be changed
to a template parameter.
- FifoCommandRunnable used a fixed, large cycle count for display lists,
regardless of the contents. Presumably the actual hardware's processing
time is mostly the processing time of whatever commands are in the list,
and with this change InterpretDisplayList can just return the list's
cycle count to be added to the total. (Since the calculation for this
is part of Decode, it didn't seem easy to split this change up.)
To facilitate this, Decode also gains an explicit 'end' parameter in
lieu of FifoCommandRunnable's call to GetVideoBufferEndPtr, which can
point to there or to the end of a display list (or elsewhere in
gpu-determinism, but that's another story). Also, as a small
optimization, InterpretDisplayList now calls OpcodeDecoder_Run rather
than having its own Decode loop, to allow Decode to be inlined (haven't
checked whether this actually happens though).
skipped_frame mode still does not traverse display lists and uses the
old fake value of 45 cycles. degasus has suggested that this hack is
not essential for performance and can be removed, but I want to separate
any potential performance impact of that from this commit.
2014-09-01 14:35:23 -04:00
Pierre Bourdon
494a60e41b
VertexLoader: Change VtxDesc to use u64 instead of u32
...
This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
2014-09-01 11:18:02 +02:00
Lioncash
4af8d9d248
VideoCommon: Clean up brace placements
2014-08-30 18:06:45 -04:00
Lioncash
1d706b2311
Get rid of C-style empty function parameter indicators
2014-08-30 15:23:48 -04:00
comex
a4a533e39f
Re-enable the vertex loader JIT on OS X.
...
Why was it ever disabled?
2014-08-27 23:50:59 -04:00
comex
e31d6feaa2
Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
...
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
comex
45a4236283
A tiny restructuring to allow inlining of FifoCommandRunnable. Probably useless.
2014-08-26 12:43:39 -04:00
comex
14125cf951
Refactor SetCpStatus into two functions for from-GPU and from-CPU mode rather than a boolean parameter.
...
This shouldn't affect functionality. I'm not sure if the breakpoint
distinction is actually necessary (my commit messages from the old
dc-netplay last year claim that breakpoints are broken anyway, but I
don't remember why), but I don't actually need to change this part of
the code (yet), so I'll stick with the trimmings change for now.
2014-08-26 12:43:39 -04:00
Tillmann Karras
07c7e6f35e
CommandProcessor: mark some functions as static
2014-08-25 21:09:42 +02:00
Pierre Bourdon
bf93920c05
Revert "Catch broken configurations inside of the Post Processing shaders."
2014-08-25 14:33:41 +02:00
Dolphin Bot
2f2f992bc7
Merge pull request #828 from Sonicadvance1/pp-shader-catch-broken-config
...
Catch broken configurations inside of the Post Processing shaders.
2014-08-25 09:17:30 +02:00
Shawn Hoffman
327d35377d
windows: remove now-extraneous NOMINMAX and WIN32_LEAN_AND_MEAN #defines from dolphin code.
...
Wrap dinput.h in a header defining DIRECTINPUT_VERSION instead of repeating it multiple places.
2014-08-23 10:48:48 -07:00
Lioncash
f17dcd2019
Merge pull request #764 from magcius/new-nogui-2
...
Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman
4bf031c064
msvc: resolve all warnings in VideoCommon.
2014-08-19 22:33:46 -07:00
Jasper St. Pierre
63f1a16969
Core: Remove UpdateFPSDisplay
...
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre
7ca8d8dfc7
Core: Don't pass through a reference to the window handle
...
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
Ryan Houdek
7d90a00bbe
Qualcomm fixed screen rotation in their latest v66 development drivers.
...
The framebuffer is no longer rotated the wrong way around in Qualcomm's latest development drivers.
They did something right, only took them over a year.
2014-08-18 00:17:09 -05:00
Ryan Houdek
2d624780c0
Catch broken configurations inside of the Post Processing shaders.
...
This catches most instances of configuration failures that can happen in a post processing shader.
Gives a user a helpful error message that lets them know what they have failed to set up correctly
2014-08-17 23:59:21 -05:00
shuffle2
2270c3e90a
Merge pull request #797 from shuffle2/msvc-pch
...
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Charles Rozhon
6f34a8ac47
Removed warnings by assigning to bool
2014-08-16 14:16:10 -05:00
degasus
a64b0bf499
VertexLoader: cache NativeVertexFormat
...
This fix a performance regression of PR #672 .
2014-08-16 12:58:52 +02:00
Shawn Hoffman
f1b82a34b2
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-14 23:51:13 -07:00
Ryan Houdek
b8a21b3744
Add the PostProcessing class object to RenderBase in VideoCommon.
...
Backends will initialize this variable with their own inherited PostProcessing class object.
2014-08-13 01:05:14 -05:00
Ryan Houdek
6bdc32c54a
Add the VideoCommon PostProcessing class.
...
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Jasper St. Pierre
c54fef5496
VideoBackendBase: Remove unused stub Initialize implementation
...
Both D3D and OGL have their own overrides, so this isn't used.
2014-08-06 21:35:52 -04:00
Pierre Bourdon
16f180524c
VertexLoader: do not prepare for vertices if we need to skip them
2014-08-04 20:47:02 -07:00
Pierre Bourdon
15920d0f10
Merge pull request #394 from degasus/d3d_lighting_fix
...
VideoCommon: normalize light direction
2014-08-03 21:21:23 -07:00
Pierre Bourdon
4c42b38de1
Merge pull request #428 from Sonicadvance1/x86_32-removal
...
Remove x86_32 support from Dolphin.
2014-08-03 21:17:28 -07:00
Ryan Houdek
d9b5482840
Remove x86_32 from VertexLoader.
2014-08-03 13:44:37 -05:00
Pierre Bourdon
6f715a1fbe
VertexLoader: Remove more global state dependencies (this time IndexGenerator and VertexManager)
2014-08-02 09:34:39 -07:00
Pierre Bourdon
83838a645f
Merge pull request #690 from Armada651/d3dfullscreen_fixes
...
Exclusive fullscreen fixes
2014-07-30 16:28:56 -07:00
Jules Blok
3b5625c76b
VideoConfig: Ignore Borderless Fullscreen setting when the backend does not support exclusive fullscreen.
...
This was expected to be handled by VerifyValidity(), but that only verifies the validity of the INI files.
2014-07-30 12:15:58 +02:00
Jules Blok
4501aeefbe
CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
...
Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.
Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
Lioncash
522a5c35ad
Convert some more header inclusions into forward declarations
2014-07-29 20:55:07 -04:00
Jules Blok
ec402a0d5f
FPSCounter: Initialize members.
2014-07-26 14:37:18 +02:00
Pierre Bourdon
8e865f3848
Merge pull request #506 from Armada651/d3dfullscreen
...
D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00
Jules Blok
6724ce6275
Cosmetic changes based on feedback on PR #506 .
2014-07-26 13:04:39 +02:00
Jules Blok
bd9953d97e
Remove the 3D Vision hack.
...
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.
However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
Pierre Bourdon
73f9a22e2e
VertexLoader: Remove global state dependency on g_nativeVertexFmt
2014-07-26 01:35:09 +02:00
Pierre Bourdon
78c3a22060
VertexLoader: take the VAT object directly for RunVertices
2014-07-24 01:51:37 +02:00
Pierre Bourdon
069801a7d1
VertexLoader: Simplify SetVAT
2014-07-24 01:25:23 +02:00
Pierre Bourdon
20369743a4
VertexLoaderUID: remove global state dependency
2014-07-24 01:12:12 +02:00
Jules Blok
009b4dd376
Exit exclusive fullscreen when the stop confirmation is shown.
...
Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00
Jules Blok
cd94ff1966
VideoConfig: Add "Borderless Fullscreen" option.
...
This option will disable exclusive fullscreen for users who prefer the old behaviour.
2014-07-20 22:02:57 +02:00
Jules Blok
77bc879384
D3D: Add exclusive fullscreen support.
2014-07-19 21:14:44 +02:00
Ryan Houdek
bc9ef95643
Support Sampler binding in the shader.
...
In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00
Dolphin Bot
b9dc69105d
Merge pull request #595 from Armada651/pref_log
...
FPSCounter: Flush the logs every second and close them when the renderer is shut down.
2014-07-18 12:59:04 +02:00
Jules Blok
eaa7460636
FPSCounter: Remove redundant destructor.
2014-07-18 12:49:40 +02:00
Jules Blok
3b978f7c27
Turn the FPSCounter namespace into a class.
2014-07-16 20:40:40 +02:00
degasus
01fd96ab31
PixelShaderGen: fix indentation
2014-07-16 17:24:43 +02:00
Tillmann Karras
4063694d20
VideoCommon: fix ifdef expression
2014-07-15 04:15:49 +02:00
shuffle2
0c6eeaff05
Merge pull request #617 from Tilka/clang_bug
...
VideoCommon: fix clang version check
2014-07-14 01:55:31 -07:00
Tillmann Karras
dbc30c6c76
VideoCommon: make version check easier to read
2014-07-14 03:05:56 +02:00
Tillmann Karras
0be03252cc
VideoCommon: fix clang version check
...
That was... er... a typo!
2014-07-14 02:59:31 +02:00
shuffle2
3f67ec0d50
Merge pull request #611 from Tilka/clang_bug
...
VideoCommon: version-check clang for workaround
2014-07-13 17:52:54 -07:00
Tillmann Karras
b6f3ae23bc
VideoCommon: version-check clang for workaround
...
The bug was fixed in clang 3.4.
2014-07-14 02:12:48 +02:00
Pierre Bourdon
8876ee120a
Change libav* autodetection to support framedumping on Ubuntu 14.04
...
Add an "ugly" workaround in the AVIDump code, but looking at other project this
seems to be the most common way to handle this API change.
2014-07-13 23:06:20 +02:00
Tillmann Karras
0ccee6c87b
Fix warnings unearthed by #579
2014-07-13 02:16:51 +02:00
degasus
7e79806efc
remove unused globals
...
Also change globals into statics which are only used in one file
2014-07-11 16:10:20 +02:00
degasus
81ed17be53
avoid the extern keyword in .cpp files
2014-07-11 16:10:20 +02:00
degasus
6d3f249dcc
mark all local variables as static
2014-07-11 16:10:20 +02:00
degasus
22e1aa5bb4
mark all local functions as static
2014-07-11 16:07:23 +02:00
Jules Blok
6def4ead01
FPSCounter: Flush the logs every second and close them when the renderer is shut down.
2014-07-10 23:11:28 +02:00
Jules Blok
1754cbda9d
Move FPSCounter calls to RenderBase.
2014-07-10 23:11:09 +02:00
shuffle2
15c1250d9d
Merge pull request #596 from delroth/master
...
AVIDump: fix FFV1 encoding
2014-07-09 18:02:40 -07:00
Pierre Bourdon
da697df6ee
AVIDump: fix FFV1 encoding
...
ffmpeg 2.0 changed requirements for the FFV1 encoder and made them more strict,
requiring more fields of the input frame to be initialized. Explicitly setting
pixfmt, width and height solve the EINVAL issues with FFV1 encoding.
Original fix from http://ffmpeg.org/pipermail/libav-user/2013-October/005759.html
2014-07-10 02:53:12 +02:00
Jules Blok
09304cab57
FPSCounter: Change format string to match value.
2014-07-09 19:45:56 +02:00
Jules Blok
95b579746f
Replace "Log FPS to file" by the "Log render time to file" feature.
2014-07-09 17:56:11 +02:00
Jules Blok
61d44cf73f
FPSCounter: Use a Timer for the FPS update time.
2014-07-09 17:53:41 +02:00
Jules Blok
efeadb7fe9
FPSCounter: Add "Log render time to file" feature.
...
Allows for a more accurate performance measurement.
2014-07-09 17:53:31 +02:00
Lioncash
ec1e52de53
VideoCommon: Get rid of an snprintf call in VideoConfig.cpp
2014-07-06 15:33:08 -04:00
Dolphin Bot
cc3dda5b22
Merge pull request #362 from Tilka/ffmpeg_libav_new
...
AVIDump: use new ffmpeg/libav API
2014-07-06 19:33:27 +02:00
Tony Wasserka
a798548c30
Merge pull request #546 from workhorsy/header_guard_to_pragma_once
...
Changed lingering header include guards to pragma once.
2014-07-06 14:19:32 +02:00
Ryan Houdek
4483b64bcb
Merge pull request #463 from degasus/vertex_format_cache
...
VideoCommon: Cache native vertex formats
2014-07-06 05:26:42 -05:00
Lioncash
48ff45b8a8
VideoCommon: Remove some unused constants from VertexShaderGen.h.
2014-07-05 23:46:07 -04:00
degasus
bb2fc8ecbb
VideoCommon: Cache native vertex formats
...
We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.
The idea is stolen from galop1n.
2014-07-04 14:39:27 +02:00
degasus
02ac5e95c8
VideoCommon: normalize lighting direction.
...
It seems that the lighting direction must be normalized. This fixes lots of lighting issues mostly shown in the d3d backend.
2014-07-03 21:08:19 +02:00
Lioncash
00efaedb02
FPS counter cleanup
...
- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
logging.
2014-07-02 20:23:09 -04:00
Matthew Brennan Jones
124210c50f
Changed lingering header include guards to pragma once.
...
Some headers where using #ifndef to guard being including multiple times. But most were using pragma once. So for consistency I changed them all to use pragma once.
2014-07-01 22:17:33 -07:00
Tillmann Karras
6b3e6e6ffb
AVIDump: rename frame variables
2014-06-27 19:48:36 +02:00
Tillmann Karras
c2c46d7573
AVIDump: update ffmpeg/libav API usage
...
libav 10 was released on May 10th, 2014 and it drops support for some
long-deprecated stuff like avcodec_encode_video().
2014-06-27 19:48:36 +02:00
Tillmann Karras
e3fef8c990
AVIDump: cleanup
2014-06-27 19:48:35 +02:00
degasus
7db5a4b22d
Statistics: Reformat stats string
2014-06-27 09:36:50 +02:00
degasus
f1ddd3c66a
VideoCommon: remove unused stats
2014-06-27 09:35:26 +02:00
Lioncash
ca5340ebde
Centralize the logging code into its own folder in Common.
2014-06-25 22:11:42 -04:00
Lioncash
8b13afbb8e
Remove the 32-bit config platform from the VS solution and projects
2014-06-24 22:07:26 -04:00
Pierre Bourdon
5dff577339
Merge pull request #500 from lioncash/ini
...
Use only section-based ini reading.
2014-06-22 17:21:45 +02:00
degasus
924ad1ee9f
LightingShader: hard code const variable
2014-06-19 16:46:53 +02:00
degasus
e456a5e64f
PixelShader: remove the duplicated ppl constants
2014-06-19 16:33:33 +02:00
degasus
d93f2973f7
PixelShader: use the vertex const buffer for ppl
2014-06-19 16:33:33 +02:00
degasus
027baad73b
VideoCommon: use the Light struct in XF memory
2014-06-19 16:33:29 +02:00
Lioncash
ce54c1e571
Kill off replaceable usages of s[n]printf.
2014-06-18 19:53:38 -04:00
magumagu
9d87818853
VideoCommon: small cleanups. No functional change.
2014-06-16 14:03:29 -07:00
Lioncash
f05d3f6e5d
Use only section-based ini reading.
2014-06-16 01:31:23 -04:00
Pierre Bourdon
020b4fde1e
Merge pull request #492 from Armada651/master
...
Remove EmuWindow
2014-06-15 14:16:53 +02:00
Armada
f2759ffe65
Remove EmuWindow.
...
All it did was raise complexity.
2014-06-15 00:49:49 +02:00
Tony Wasserka
d7736ac714
Merge pull request #445 from magumagu/video-dead-code
...
Video backends: remove dead code.
2014-06-13 22:38:22 +02:00
Tony Wasserka
a8f32adcab
Merge pull request #470 from pauldacheez/s-Gamecube-GameCube
...
Fix the capitalization of "GameCube" throughout the project.
2014-06-13 21:52:08 +02:00
Tony Wasserka
0bc6b49c07
Merge pull request #483 from neobrain/bitfield_fixes
...
BitField fixes
2014-06-13 20:43:02 +02:00
Ryan Houdek
f87b913f0e
Fix the vertexloader on non-x86 targets.
...
When I dropped ARM from a generic target, this caused the vertexloader to try using the JIT path.
Instead of !_M_GENERIC, check for _M_X86 instead. Since it is only for the x86 target
2014-06-13 18:36:54 +00:00
Tony Wasserka
78fbf2ecaa
Fix a few warnings caused by using BitField with non-typesafe functions.
2014-06-11 20:58:40 +02:00
Rachel Bryk
c38e8e25dd
Remove unused video config variable.
2014-06-09 00:02:38 -04:00
Paul Olszewski
5d793881b0
Fix the capitalization of "GameCube" throughout the project.
2014-06-08 11:24:49 +09:00
Ryan Houdek
6e1d312091
Make it so ARMv7 isn't a generic target.
...
Rearranges a bit of code so that ARM isn't a generic build anymore. Because it obviously isn't
2014-06-07 20:26:31 -05:00
Ryan Houdek
b6db0d0ab8
Merge pull request #457 from Tilka/jcc
...
x64Emitter: J_CC: use 32 bit offset automatically
2014-06-06 20:53:50 -05:00
Pierre Bourdon
834bc85e1f
Merge pull request #458 from Tilka/warnings
...
Fix some warnings
2014-06-06 00:58:37 +02:00
Tillmann Karras
0eb341e542
Fix some warnings.
...
The 'offset' variable needs to stay because the disabled code below uses it.
2014-06-04 01:04:52 +02:00
Tillmann Karras
f8280401f6
x64Emitter: J_CC: use 32 bit offset automatically
2014-06-03 23:08:58 +02:00
Lioncash
776e36b10a
Fix a typo in a BP register name (BPMEM_TX_SETLUT_4 -> BPMEM_TX_SETTLUT_4).
...
Also fixed the alignment of the register values.
2014-06-02 02:26:30 -04:00
Lioncash
12db989098
Add missing registers in GetBPRegInfo
2014-06-02 02:19:53 -04:00
magumagu
0aecd9504e
Video backends: remove dead code.
2014-06-01 01:56:09 -07:00
Lioncash
49b0eef393
Remove the min/max functions in CommonFuncs.
...
The algorithm header has the same functions.
2014-05-29 21:44:41 -04:00
Pierre Bourdon
3097345929
Merge pull request #411 from lioncash/fifo-cleanup
...
Make GetBPRegInfo just take two strings as parameters
2014-05-30 01:51:11 +02:00
Lioncash
c96407bd2a
Make GetBPRegInfo just take two strings as parameters
...
Gets rid of the size parameters.
2014-05-29 19:44:14 -04:00
Lioncash
1583ce9363
Use strings instead of arbitrary buffers for video statistics
2014-05-25 21:11:29 -04:00
shuffle2
b58753bd69
Merge pull request #370 from Sonicadvance1/remove_specialized_memcmp
...
Removes ZeroFrog's "optimized" memcpy and memcmp functions.
2014-05-22 13:02:11 -07:00
Jasper St. Pierre
9d161b4170
BPStructs: Consistently put the two shared copy args first
...
And rename them so they make a bit more sense.
2014-05-20 11:28:15 -04:00
Jasper St. Pierre
1ae8edc1d0
BPStructs: Remove another function wrapper
2014-05-20 11:28:15 -04:00
Jasper St. Pierre
b1d3c5937a
BPStructs: Move LoadBPReg here
2014-05-20 11:28:14 -04:00
Jasper St. Pierre
763ad77a1c
BPStructs: Flatten out BPWritten
2014-05-20 11:28:14 -04:00
Jasper St. Pierre
07ab77d31c
BPStructs: Reindent BPWritten
2014-05-20 11:28:08 -04:00
Jasper St. Pierre
c33a1b4b28
BPStructs: Document BPMEM_BP_MASK better
2014-05-20 11:26:31 -04:00
Jasper St. Pierre
2f122ea63c
BPMemory: Fix "DISPLAYCOPYFILER" typo
2014-05-20 11:15:10 -04:00
Jasper St. Pierre
4e8e51b278
BPStructs: Remove calls to SetInterlacedMode when reloading state
...
SetInterlacedMode is a dummy no-op that does nothing.
2014-05-20 11:15:10 -04:00
Jasper St. Pierre
833b7ee584
BPFunctions: Remove the rest of GetConfig
2014-05-20 11:15:09 -04:00
Jasper St. Pierre
08611c3f36
PixelShaderManager: Fizzle out fog changes when disabled here
...
This lets us remove a use of GetConfig.
2014-05-20 11:15:09 -04:00
Jasper St. Pierre
fe645b888b
BPFunctions: Remove use of a dumb method
...
GetPointer serves no purpose.
2014-05-20 11:15:08 -04:00
Jasper St. Pierre
56228cea5d
BPFunctions: Remove an unused method
2014-05-20 11:15:08 -04:00
Jasper St. Pierre
4f4e3fad85
BPMemory: Clean up and rename some variables and comments
...
This is about the register number, not the opcode.
2014-05-20 11:15:08 -04:00
Jasper St. Pierre
e81b62aad1
BPFunctions: Clean up math slightly
...
No need for magic 342 numbers.
2014-05-20 11:14:00 -04:00
Tony Wasserka
6950f533ae
Merge pull request #355 from magumagu/gx-missing-opcode
...
Opcode decoding: handle missing opcodes 0x88 etc.
2014-05-18 11:12:06 +02:00
Ryan Houdek
a4bb0dafb4
Removes ZeroFrog's "optimized" memcpy and memcmp functions.
...
These were only compiled in on Windows and x86_32.
They provided "optimized" copies and compares based on blocksizes for the AMD Athlon and Duron CPU families.
The code was taken from something that AMD provides with a as-is license.
Just get rid of this crap.
2014-05-17 18:03:31 -05:00
Tony Wasserka
fc34d5a130
Merge pull request #360 from magumagu/lighting-rounding
...
Video backends: fix rounding in lighting computation.
2014-05-17 21:06:31 +02:00
magumagu
9b82d72070
Video backends: warn on usage of GL_DRAW_QUADS_2.
...
It's not normally used, so if it shows up, it could indicate a CPU emulation
bug.
2014-05-17 11:55:32 -07:00
Tony Wasserka
0fac17da33
Merge pull request #269 from magumagu/swbackend-xfregisters
...
SW backend: use VideoCommon XFRegisters struct.
2014-05-17 10:40:57 +02:00
magumagu
6fbf6fad3b
VideoCommon: cleanup Renderer::RecordVideoMemory.
2014-05-16 18:58:08 -07:00
magumagu
1357277f40
Video backends: mass-replace "xfregs" with "xfmem".
2014-05-16 18:58:07 -07:00
magumagu
8f5342c442
Video backend: merge global var xfmem into xfregs.
...
There isn't really any reason to keep them separate.
2014-05-16 18:55:31 -07:00
magumagu
818c89313e
Video backends: unify xfregs/xfmem structures.
...
Removes the duplicate swxfregs global variable/struct from the software
backend in favor of the ones from VideoCommon.
2014-05-16 18:55:30 -07:00
magumagu
8b82cea704
Video backends: fix behavior of "konst" TEV inputs.
...
Also fixes TEVCOLORARG_HALF.
Values verified to match hardwarere.
2014-05-16 12:19:35 -07:00
Tony Wasserka
fee6efc4dc
Merge pull request #375 from degasus/remove_SkipVertices
...
VertexLoaderManager: Remove unused function.
2014-05-16 16:20:29 +02:00
Tony Wasserka
25e8dc0aed
Merge pull request #354 from magumagu/gx-primitive-mask
...
Opcode decoding: 0xC0 isn't a valid command.
2014-05-16 15:59:59 +02:00
degasus
7bb44199fd
remove unused and unexported function
2014-05-16 14:33:00 +02:00
magumagu
9e4eeb3b9b
Video backends: fix rounding in lighting computation.
...
For whatever reason, the hardware doesn't do a full divide by 255, but
instead uses an approximation with shifting, similar to the way it is done
in TEV.
2014-05-11 12:53:02 -07:00
Ryan Houdek
15ce648b0d
Merge pull request #341 from lioncash/pragma
...
Move the header guard before the includes in VideoCommon's Statistics.h
2014-05-10 23:21:53 -05:00
magumagu
39d439fc48
Opcode decoding: handle missing opcodes 0x88 etc.
...
Hardware testing shows that they do the same thing as the 0x80 family of
opcodes: they draw quads.
2014-05-10 20:33:28 -07:00
magumagu
369c0c4ce2
Opcode decoding: 0xC0 isn't a valid command.
...
Fix our opcode decoders to handle this appropriately.
2014-05-08 15:49:19 -07:00
Tony Wasserka
b4e1ac5f08
Merge pull request #185 from degasus/shader-cleanup
...
Shader cleanup
2014-05-06 11:37:11 +02:00
magumagu
716b3fefd4
VideoCommon: recreate XFB texture when the XFB size changes.
...
We need to do this to correctly deal with games which dynamically change the
XFB width and height.
2014-05-05 11:01:14 -07:00
Ryan Houdek
2f92b82b29
Merge pull request #345 from Sonicadvance1/Qualcomm-textureSize
...
Enables usage of GLSL textureSize on Qualcomm v66.
2014-05-05 11:41:40 -05:00
degasus
813e30ec2a
ShaderGen: make uv readonly
2014-05-05 17:06:38 +02:00
degasus
6109958e68
ShaderGen: OGL: don't make a copy of "Normal"
2014-05-05 17:06:37 +02:00
degasus
0e0da8c8fd
ShaderGen: make clipPos readonly
2014-05-05 17:06:37 +02:00
degasus
c80717ac2e
PixelShaderGen: extract iround
2014-05-05 17:06:37 +02:00
degasus
2bc2b73e03
PixelShaderGen: drop fmod as it isn't used any more
2014-05-05 17:06:37 +02:00
degasus
c82991df5b
ShaderGen: inline constant shaders
2014-05-05 17:06:37 +02:00
degasus
b0878c54b2
ShaderGen: use cbuffers for D3D
2014-05-05 17:06:37 +02:00
degasus
fe9fcfdd07
ShaderGen: merge early-z blocks of ogl+d3d
2014-05-05 17:06:37 +02:00
degasus
3e14bf511f
ShaderGen/D3D: inline centroid
2014-05-05 17:06:36 +02:00
Ryan Houdek
8bb8446e34
Enables usage of GLSL textureSize on Qualcomm v66.
...
Qualcomm's v66 drivers have a working textureSize() function now.
Enable usage of it.
2014-05-05 08:50:13 -05:00
magumagu
2e464800bc
VideoCommon: correctly compute whether an indirect texture stage is active.
...
This is consistent with the implementation in PixelShaderGen.
2014-05-04 22:44:10 -07:00
magumagu
52c42a2946
VideoCommon: fix indirect texture coordinate computation in TEV.
...
Even if an indirect texture stage doesn't actually sample a texture, we
still need to emit the relevant math.
Fixes Issue 7092.
2014-05-04 22:12:57 -07:00
Lioncash
f4d80bd8a5
Move the #pragma once header guard before the includes in Statistics.h in VideoCommon.
2014-05-04 00:24:21 -04:00
Tony Wasserka
557c3db462
Merge pull request #81 from degasus/skip_framelimit_hotkey
...
Add a hotkey for disabling the framelimit.
2014-05-01 12:40:01 +02:00
Ryan Houdek
2d8cfb89d7
Changes posmtx vertex attribute to integer.
...
This makes it so we don't need to do some dumb casting from float to integer in our shaders.
Only tested in OpenGL, needs to be tested in D3D.
2014-04-30 19:11:06 -05:00
degasus
30586f4d29
Add set/get functions for IsFramelimiterTempDisabled
2014-04-30 12:51:13 +02:00
degasus
8483811b39
Add a hotkey for disabling the framelimit.
...
Atm this is hardcoded to '\t'.
2014-04-30 12:50:53 +02:00
Pierre Bourdon
25f5598e31
Merge pull request #306 from neobrain/pixel_center_correction
...
VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
2014-04-25 09:32:36 +02:00
Tony Wasserka
ca2a79d0bd
Workaround dumb custom texture loading logic so that D3D11, GL core (used on OS X) and GLES code paths have less broken custom textures.
2014-04-24 00:33:48 +02:00
Tony Wasserka
c47c32d4a8
VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
...
Fixes issue 267.
2014-04-24 00:21:17 +02:00
Ryan Houdek
fd37a768a6
Fix texture conversion shaders for GLSL ES.
...
Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float.
2014-04-22 15:48:26 -05:00
Tony Wasserka
762572a08c
BPMemory: Fix GenMode using an incorrect number of bits for the number of color chans.
2014-04-21 22:47:08 +02:00
Tony Wasserka
16d3dbc5ea
BPMemory: Use BitField for the GenMode fields.
2014-04-21 22:34:23 +02:00
Ryan Houdek
92ec49ac9f
Change to ARM's naming convention in DriverDetails.
...
This matches how ARM handles their naming in their drivers for different models.
Really it's that way because both Mali-T6xx and Mali-T7xx fall under Midgard.
While everything else (except Mali-55) fall under Utgard.
2014-04-18 21:06:32 -05:00
magumagu
b3a67821e4
VideoCommon: fix rounding in TEV.
...
The hardware backends pass the TEV tests in gxtest with this change.
2014-04-15 16:47:01 -07:00
Tony Wasserka
068f26d2aa
PixelShaderGen: Fix an issue with color combiner compare mode and simplify the affected line a bit.
...
This was a mistake of mine when translating floating point values to integer values.
Also, the max() part of that line was just completely redundant because the sign of an absolute value is always greater than or equal to zero.
Fixes issue 7178.
2014-04-15 23:41:07 +02:00
Tony Wasserka
4f3227b4a9
Merge pull request #261 from magumagu/pixelshadergen-extra-paren
...
PixelShaderGen: delete extra parenthesis
2014-04-14 09:48:02 +02:00
magumagu
a2150ef1f8
PixelShaderGen: delete extra parenthesis.
...
Without this patch, we can generate a pixel shader which doesn't compile
in some cases.
2014-04-14 00:41:27 -07:00
Ryan Houdek
a9fa49f34d
Support checking for the Mali-T7xx line of GPUs.
...
They are similar enough that they will share bugs with their drivers, so make them fall under the same Mali-Txxx umbrella of bug issues.
If there is ever a need in the future for having separate bugs depending on family, we can support that then.
2014-04-11 23:46:44 -05:00
magumagu
fd9c1fa746
VideoBackend: remove unused config vars.
...
No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00
Tony Wasserka
306b9afd1e
Merge pull request #224 from magumagu/swrender-deletepixelfork
...
Software backend: Delete forked PixelEngine.
2014-04-11 20:01:23 +02:00
Tony Wasserka
cdf6172348
Merge pull request #213 from Jezze/vertexloader-cleanups
...
Vertexloader cleanups
2014-04-10 08:52:36 +02:00
Ryan Houdek
87d106d65c
Remove dumb CodeBlock duplication in the emitters.
...
Fixes issue 6990.
This uses a bit of templating to remove the duplicate code that is the CodeBlocks in each emitter headers.
No actual functionality change in this.
2014-04-09 13:53:43 -05:00
Ryan Houdek
3251d78f89
Add initial support for GLSL ES 3.10.
...
GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use.
Changes our GLSL version enums to bit values so we can check for both ES versions easily.
2014-04-03 00:46:09 -05:00
Pierre Bourdon
9b03178673
Merge pull request #222 from comex/more-clang-fixes
...
More clang fixes
2014-03-30 13:24:08 +02:00
comex
b5654a2464
Don't cast -1 to enum to represent a missing value.
...
This is undefined behavior in C++, and a clang warning suggests it is
actually producing bad code as a result:
../Source/Core/VideoCommon/BPFunctions.cpp:164:45: warning: comparison of constant 4294967295 with expression of type 'PEControl::PixelFormat' is always false [-Wtautological-constant-out-of-range-compare]
if (new_format == old_format || old_format == (unsigned int)-1)
2014-03-30 01:40:06 -04:00
magumagu
0661efea84
Software backend: Delete forked PixelEngine.
...
Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
2014-03-29 12:07:20 -07:00
Pierre Bourdon
664c8d30a0
Remove all trailing whitespaces from our codebase.
2014-03-29 11:05:44 +01:00
Jens Nyberg
73176d0333
VideoCommon/VertexLoader: Add more use of std::min and std::max
2014-03-27 00:33:41 +01:00
Jens Nyberg
478a27e052
VideoCommon/VertexLoader: Remove duplicate point min and max calculation
2014-03-27 00:24:48 +01:00
Jens Nyberg
0c62ae9c1a
VideoCommon/VertexLoader: Remove NRM enum
2014-03-26 23:56:57 +01:00
Pierre Bourdon
ea6b37cb75
Merge pull request #193 from neobrain/tev_combiner_fixes
...
PixelShaderGen: Cleanups and fixes for tev combiners.
2014-03-26 10:05:46 +01:00
Tony Wasserka
c6070b94ce
BPMemory: Fix an enum to use u32 as its underlying type.
2014-03-26 10:02:57 +01:00
Tony Wasserka
eb0f547a17
PixelShaderGen: Cleanups.
2014-03-26 00:23:36 +01:00
Tony Wasserka
4f82d6f7af
PixelShaderGen: Implement tev combiner lerping in a faster way which also reproduces hardware behavior perfectly.
...
The new behavior has been verified to be correct by hardware tests. This is an improvement over the old code, which was just a guess.
2014-03-26 00:17:04 +01:00
Tony Wasserka
fdad95c055
PixelShaderGen: Cleanups and fixes for tev combiners.
...
Fixes issue 4674.
2014-03-26 00:17:03 +01:00
Tony Wasserka
16105db709
BPMemory: Make use of BitField in a number of structures.
2014-03-25 23:57:58 +01:00
Tony Wasserka
8941f19cdb
BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as enumerations.
2014-03-25 23:57:58 +01:00
Tony Wasserka
77a7bab5ae
BPMemory: Use the new BitField class in two selected structures.
2014-03-25 23:57:57 +01:00
Jens Nyberg
4a68550d01
Remove superfluous bit shift
2014-03-18 04:07:45 +01:00
Ryan Houdek
484fb46390
Clang 3.4 exposes some warnings on Android.
...
Fixes all warnings on Android build except for what is in externals.
Removes a function from TextureDecoder_Generic since it is unused and generates a warning.
2014-03-17 18:17:12 -05:00
Matthew Parlane
6445e02d53
Merge pull request #159 from Tilka/misc
...
Cleanup stuff
2014-03-17 17:43:20 +13:00
Tillmann Karras
2fcaca0603
More range-based loops and overrides
2014-03-17 02:55:55 +01:00
Lioncash
a9adaa5601
Prevent VideoConfig inheritance.
2014-03-16 17:00:29 -04:00
Linktothepast
82f772fdcc
Remove the extra parameters field from the PH.
...
Metroid: Other M was the only game which required this field, but the
issue in that game can be fixed properly by enabling format change
emulation. Hence, there's no point in having this around anymore.
Fixes issue 6644.
2014-03-15 15:04:39 +02:00
Pierre Bourdon
8d679e76d2
Merge pull request #164 from lioncash/cstr-cull
...
Kill off some usages of c_str.
2014-03-15 00:57:56 +01:00
Tony Wasserka
0f81cbd6be
PixelShaderGen: More code alignment fixes.
2014-03-14 22:33:26 +01:00
Tony Wasserka
c1016205d3
Pixel/LightingShaderGen: Fix code alignment issues.
...
Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
2014-03-14 22:33:26 +01:00
Tony Wasserka
2067f88e0f
PixelShaderGen: Don't make local lookup tables "static".
2014-03-14 22:33:26 +01:00
Tony Wasserka
0ce92e0162
PixelShaderGen: Remove the "i" prefix for integer variables.
...
The prefix was just required in the development stage to reduce the risk of regressions.
2014-03-14 22:33:26 +01:00
Tony Wasserka
bdd629c598
PixelShaderGen: Use spaces for alignment where appropriate.
2014-03-14 22:33:26 +01:00
Tony Wasserka
6e65e02c9e
ConstantManager: Do not use single-element arrays.
2014-03-14 22:33:25 +01:00
Tony Wasserka
6c2971eaf6
PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to understand.
2014-03-14 22:33:25 +01:00
Tony Wasserka
8ebb65ebf2
PixelShaderGen: Prettify generated shader source.
2014-03-14 22:33:24 +01:00
Tony Wasserka
e2e1c5c905
PixelShaderGen: Add a note about a random idea which should be checked with hardware tests.
2014-03-14 22:33:12 +01:00
Tony Wasserka
6fcbda6752
PixelShaderGen: Cleanup and clarify bump alpha combiner inputs.
2014-03-14 22:33:12 +01:00
Tony Wasserka
9a96a1d525
PixelShaderGen: Remove old, mostly useless comments.
...
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
2014-03-14 22:33:12 +01:00
Tony Wasserka
8b8bb04fd3
PixelShaderGen: Use bit shifts instead of multiplications as a small optimization.
2014-03-14 22:33:12 +01:00
Tony Wasserka
036a8c6951
PixelShaderGen: Clean up tev compare functionality.
2014-03-14 22:33:10 +01:00
Tony Wasserka
fa7173d099
PixelShaderGen: Store tex scale as an integer.
2014-03-14 22:32:30 +01:00
Tony Wasserka
16109fb453
PixelShaderGen: Treat UV coordinates as actual integers.
2014-03-14 22:32:29 +01:00
Tony Wasserka
50526ae50a
PixelShaderGen: Remove some dead code.
2014-03-14 22:32:18 +01:00
Tony Wasserka
065919f599
PixelShaderGen: Perform some of the fog calculations with integers.
2014-03-14 22:31:32 +01:00
Tony Wasserka
605b687af8
PixelShaderGen: Use integer math for z textures.
2014-03-14 22:31:31 +01:00
Tony Wasserka
3a6389992e
PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
2014-03-14 22:31:30 +01:00
Tony Wasserka
3e6efdb53e
LightingShaderGen: Perform more lighting calculations with integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
387b9bf3c2
LightingShaderGen: Perform some lighting calculations with integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
78623871f9
ShaderGen: Store material uniforms as integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
4bf57565e8
ShaderGen: Store light color uniforms as integers.
2014-03-14 22:31:18 +01:00
Tony Wasserka
68e91f0d55
PixelShader: Store fog color as an integer.
2014-03-14 22:31:18 +01:00
Tony Wasserka
0238a56816
PixelShaderGen: Change indirect texture matrix uniforms to use integers.
2014-03-14 22:31:18 +01:00
Tony Wasserka
c13a5c38e9
PixelShaderGen: Change the "alpha" uniform to use integers.
2014-03-14 22:31:18 +01:00
Tony Wasserka
ec60acac3a
PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
2014-03-14 22:31:18 +01:00
Tony Wasserka
df94e62350
PixelShaderGen: Process fog calculations with integer math.
2014-03-14 22:31:18 +01:00
Tony Wasserka
21eb482a6e
PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate.
2014-03-14 22:31:11 +01:00
Tony Wasserka
cff952c397
PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
2014-03-14 22:30:27 +01:00
Tony Wasserka
e7a42d884f
PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
2014-03-14 22:30:16 +01:00
Tony Wasserka
cb1514e082
PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer.
2014-03-14 22:30:15 +01:00
Tony Wasserka
a11ae69cb0
PixelShaderGen: Use integer math for TEV combiners.
2014-03-14 22:28:32 +01:00
Tony Wasserka
aaa8e74a68
PixelShaderGen: Use integer math for tev outputs.
2014-03-14 22:28:14 +01:00
Tony Wasserka
654442feb7
PixelShaderGen: Use integer math for tev konst value.
2014-03-14 22:28:12 +01:00
Tony Wasserka
e69ee6ae0a
PixelShaderGen: Remove remaining floating point bits for texture color.
2014-03-14 22:26:50 +01:00
Tony Wasserka
ac1c77c392
PixelShaderGen: Use integer math for rasterizer color.
2014-03-14 22:26:50 +01:00
Tony Wasserka
3ea97f7730
PixelShaderGen: Use integer math for indirect texture coords.
2014-03-14 22:26:50 +01:00
Tony Wasserka
0e711bf520
PixelShaderGen: Use integer math for sampling textures.
2014-03-14 22:26:50 +01:00
Tony Wasserka
1b3b12caa0
PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
2014-03-14 22:26:50 +01:00
Tony Wasserka
fa77e1d2b6
PixelShaderGen: Use integer math for alpha testing.
2014-03-14 22:26:48 +01:00
Ryan Houdek
22c989de9a
Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own.
2014-03-14 22:26:27 +01:00
Tony Wasserka
bed442198f
PixelShaderGen: Make SampleTexture static inline.
2014-03-14 22:26:26 +01:00
Lioncash
a82675b7d5
Kill off some usages of c_str.
...
Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-14 13:51:23 -04:00
Matthew Parlane
31cfc73a09
Fixes spacing for "for", "while", "switch" and "if"
...
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
Tillmann Karras
d802d39281
clang-modernize -use-nullptr
...
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Tillmann Karras
f28116b7da
clang-modernize -add-override
2014-03-09 21:12:01 +01:00
Tillmann Karras
c89f04a7c5
clang-modernize -loop-convert
...
and some manual adjustments
2014-03-09 21:11:59 +01:00
Matthew Parlane
25341f88ef
Fixes include order of TextureConversionShader.cpp
2014-03-09 12:38:29 +13:00
Ryan Houdek
4f02132f93
Make our architecture defines less stupid.
...
Our defines were never clear between what meant 64bit or x86_64
This makes a clear cut between bitness and architecture.
This commit also has the side effect of bringing up aarch64 compiling support.
2014-03-04 09:36:59 -06:00
Tillmann Karras
315a8ba1c0
Various changes suggested by cppcheck
...
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
include the \0 that is always added?)
- set some free()'d pointers to NULL
2014-02-28 12:43:20 +01:00
Tillmann Karras
6914eca167
Fix various warnings reported by clang
...
- mostly remove unused variables
- rename some generic JIT identifiers
2014-02-28 12:28:19 +01:00
degasus
f628695d31
comment fixes
2014-02-26 12:48:52 +01:00
degasus
aaaa5af0b2
remove (ATTR|VARY)(IN|OUT) macros
2014-02-26 11:37:29 +01:00
degasus
1d0b6a1156
Merge duplicate parts of sampler into header
2014-02-26 11:37:29 +01:00
degasus
11efa88157
calculate constant values on shader compilation
2014-02-26 11:37:29 +01:00
degasus
8a4aa8c1f5
Rewrite texture tiling implementation
...
inline halfxb
So we know which is the first pixel by masking.
inline xl
inline xb a bit
inline yl
inline uv1.x shift
remove likely wrong guessed ternary operator
add pixel layout comment
inline xel
optimize the shifts a bit
inline xb
optimize shifts in a second step
extract xb
rename all variables
calculate cache line by position.x
Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit"
It seems I was wrong, the other way is the more natural.
use x_virtual_position instead of uv1.x for x_offset_in_block
This looks more natural and the offset should be masked anyway.
substitude factor with cache_lines
move 32bit logic in a conditional block
2014-02-26 11:37:29 +01:00
degasus
bd3beeb184
TextureConverter: Use Log2() and shifts instead of multiplications/divisions
2014-02-26 11:37:29 +01:00
degasus
f99c8a0b70
merge common parts of encoding shaders
2014-02-26 11:37:28 +01:00
Pierre Bourdon
4ba9cb217f
Fix a compilation error introduced in PR #91 .
...
For some reason it passed builbot-try but didn't build after being merged to
msater. Did not expect that, sorry :(
2014-02-23 03:45:46 +01:00
Pierre Bourdon
83b7bb64aa
Make Common/ mostly IWYU clean (and fix errors in rest of the project detected by this change).
2014-02-22 23:37:29 +01:00
Pierre Bourdon
ffe588cc24
Fix more header sorting issues in VideoCommon/ (now check-includes clean).
2014-02-20 01:01:10 +01:00
Pierre Bourdon
362dec9c7c
Dolphin now builds on Linux with only Source/Core as include dir
2014-02-18 12:18:47 +01:00
Lioncash
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
Lioncash
3fd87a7636
Second and final pass of clearing out tabs.
2014-02-17 02:19:41 -05:00
Ryan Houdek
6b5f6ddaa1
Merge pull request #82 from lioncash/vertical-alignment
...
Fix some vertical alignments
2014-02-16 19:12:42 -06:00
Lioncash
6c4ee1753a
Fix some vertical alignments
...
ie. uses spaces for alignment.
2014-02-16 20:12:05 -05:00
Tony Wasserka
de5bfd0bce
Merge pull request #37 from degasus/VideoCommonApiFixes
...
VideoCommon API cleanups
2014-02-16 22:08:28 +01:00
Pierre Bourdon
92f8d93e96
Remove the old MMIO access "interface".
2014-02-16 19:22:40 +01:00
Pierre Bourdon
5b5dfb384e
MMIO: Port the VideoCommon PE MMIOs to the new interface.
2014-02-16 19:22:40 +01:00
Pierre Bourdon
4129b30494
MMIO: Port the VideoCommon CP MMIOs to the new interface (and provide framework for other video related mappings).
2014-02-16 19:22:40 +01:00
degasus
647aad0a19
inline SetViewport into VertexShaderManager
2014-02-15 21:09:42 +01:00
degasus
d5f1f0d4a9
merge some common parts of Swap() into VideoCommon
2014-02-15 11:33:43 +01:00
degasus
3551259c7a
use EFBRectangle for scissor rect
...
This one is backend independed. The backend should recalc such things on their own.
2014-02-15 11:33:43 +01:00
degasus
1f4219b5b4
move perfquery enable checks into videocommon (caller side)
2014-02-15 11:33:43 +01:00
degasus
5a660c27bc
rename UpdateViewport to SetViewport like all others setters in RenderBase.h
2014-02-15 11:33:43 +01:00
degasus
e5318d2624
move shared parts from VertexManager::vFlush into VideoCommon
2014-02-15 11:33:43 +01:00
Tillmann Karras
404624bf0b
Turn loops into range-based form
...
and some things suggested by cppcheck and compiler warnings.
2014-02-13 09:05:50 +01:00
lioncash
d2038049f5
Replace all include guard ifdefs with "#pragma once"
2014-02-10 18:07:16 -05:00
Matthew Parlane
32bfcc034f
Some tidy up of sprintf to StringFromFormat
...
Includes a small fix to SetupWiiMemory
2014-02-10 17:25:18 +13:00
Lioncash
ebb48d019e
Clean up some struct indentations
...
Also cleaned up the indentations of some variable declarations.
2014-02-09 19:40:11 -05:00
Lioncash
40182a48a5
Cleanup enum indentations.
2014-02-09 16:16:10 -05:00
Pierre Bourdon
e59f770ccb
Revert "Merge pull request #49 from Parlane/sprintf_tidy"
...
Change broke the build on Debian stable.
This reverts commit 28755439b3
, reversing
changes made to 64e01ec763
.
2014-02-09 16:14:13 +01:00
Matthew Parlane
ebff7974c3
Some tidy up of sprintf to StringFromFormat
2014-02-08 14:32:48 +13:00
Pierre Bourdon
59e2179172
Merge pull request #35 from lioncash/videocommons-kill-xchg-in-statistics
...
[VideoCommon] Eliminate the function Xchg in Statistics.cpp. std::swap does the same thing.
2014-02-04 16:40:25 -08:00
Lioncash
6d9cd07bb9
[VideoCommon] Eliminate the function Xchg in Statistics.cpp. std::swap does the same thing.
2014-02-04 19:35:27 -05:00
Tony Wasserka
af24ed782d
Merge pull request #14 from degasus/uboWorkaroundRemove
...
OGL: Remove non-UBO code path.
2014-02-04 14:05:55 -08:00
Tillmann Karras
8ef57064b2
Silence warning
2014-02-04 01:30:39 +01:00
Lioncash
e96f464eb5
[VideoCommon] Remove references to now non-existant files OpenCL.h and OpenCL/OCLTextureDecoder.h in the Visual Studio vcxproj file.
2014-02-01 21:52:06 -05:00
degasus
6089e4470a
OGL: remove ubo workaround
...
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
2014-02-01 22:33:45 +01:00
degasus
31c3bee5bc
VertexShaderGen: fix D3D posmtx attribute regression by VertexLoaderCleanup branch
...
Sorry, I'm too dumb too test my code. I hope this will work fine now.
2014-02-01 11:35:46 +01:00
Tony Wasserka
3dd31fe22b
Merge pull request #11 from degasus/VertexLoaderCleanup
...
Vertex loader cleanup.
2014-01-31 06:13:26 -08:00
degasus
3437c7f060
VideoCommon: small VertexLoader(Manager)? refactoring
2014-01-31 07:31:03 +01:00
degasus
010a0d481a
VideoCommon: remove Cache Displaylist
...
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
2014-01-31 07:30:55 +01:00
degasus
a65162f1cd
PortableVertexFormat: use AttributeFormat for posmtx attribute format
2014-01-31 07:19:34 +01:00
degasus
6c59b691b0
PortableVertexFormat: use AttributeFormat for texcoord attribute format
2014-01-31 07:19:34 +01:00
degasus
ef2d6e7d53
PortableVertexFormat: use AttributeFormat for color attribute format
2014-01-31 07:19:34 +01:00
degasus
b38ef39ab7
PortableVertexFormat: use AttributeFormat for normal attribute format
2014-01-31 07:19:34 +01:00
degasus
210f4f3e55
PortableVertexFormat: add a struct which hold all needed information for every vertex and use this for position
...
atm, position attribute is hardcoded both in VertexLoader and in backends.
v2: fix coding style + cleanup lookup table
2014-01-31 07:19:25 +01:00
degasus
02d1d8e6a0
NativeVertexFormat: swap unsigned / signed formats to match GX order
2014-01-30 11:12:10 +01:00
Ryan Houdek
99b6c82ac3
[Android] Fix Adreno v53 development drivers rotating framebuffer
...
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
2014-01-29 16:39:45 -06:00
Lioncash
0f555d3a47
Remove two references to DX9 in VideoCommon.
...
DX9 isn't a backend anymore, so may as well get rid of them
2014-01-29 14:39:13 -05:00
degasus
b1290a8630
OGL: remove version check for buffer_storage on windows
...
On Windows, nvidia don't give us their driver version, so we can't workaround any issues.
As buffer_storage is broken on some drivers, we wanted to disble it for them.
So we can't.
Luckyly only "some" released driver versions are affected as this extension is only available since some months. Let's hope that nobody have to use one of this driver version, else they will get a black screen ...
2014-01-28 15:15:26 +01:00
crudelios
9b6c6fa9e4
BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
...
Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
degasus
d3fd0eddbb
OSX: don't avoid unsync mapping on nvida gpus just because the windows driver doesn't like it
...
OSX has their own driver, so performance issues aren't shared with the nvidia driver (unlike the closed source linux and windows nvidia driver). So now they'll also use the MapAndSync backend like all other osx drivers.
fixes issue 6596
I've also cleaned up the if/else block selecting the best backend a bit.
2014-01-26 11:00:29 +01:00
crudelios
23b8465621
BBox: fix for a small rounding issue.
...
The new chapter title in Paper Mario TTYD had a small graphical bug due to the new code because it read one extra pixel, this fixes it.
I hope this gets everything, I though I had checked most bugs and yet here I am, commit-spamming...
2014-01-25 19:13:32 +00:00
crudelios
5f14f0e3ce
BBox: read from the proper world matrix index when transforming vertexes to screen coordinates.
...
Fixes some remaining bbox related bugs in Mickey's Magical Mirror and a slight graphical glitch in Paper Mario: TTYD when flipping and Vivian as your companion (I've been scratching my head for days to find this one).
2014-01-25 18:04:15 +00:00
crudelios
cdfe58f7ed
Rewrote bounding box algotithm. Fixes issues 5967, 6154, 6196, 6211.
...
Instead of being vertex-based, it is now primitive (point, line or dissected triangle) based, with proper clipping.
Also, screen position is now calculated based on viewport values, instead of "guesstimating".
This fixes many graphical glitches in Paper Mario: TTYD and Super Paper Mario.
Also, the new code allows Mickey's Magical Mirror and Disney's Hide & Sneak to work (mostly) bug-free. I changed their inis to use bbox.
These changes have a slight cost in performance when bbox is being used (rare), mostly due to the new clipping algorithm.
Please check for any regressions or crashes.
2014-01-25 15:36:23 +00:00
degasus
1898524c96
VideoCommon: fix "Buffer not large enough for all vertices!"
2014-01-24 00:10:21 +01:00
degasus
1ff681a412
D3D: move streaming buffer fallback into D3D backend
...
Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
2014-01-23 15:27:18 +01:00
degasus
62f1905978
VideoCommon: don't save streaming fifos into savestate
2014-01-23 15:12:31 +01:00
degasus
52feed04db
VideoCommon: allow backends to set the buffer pointer as they want to
2014-01-23 15:12:31 +01:00
degasus
3cb5bb3b30
VertexLoader: temp class for reader/writer
2014-01-21 23:44:51 +01:00
degasus
0b97b33ceb
VertexLoader: inline destionation buffer
2014-01-21 19:23:07 +01:00
degasus
c613868f57
VertexLoader: load scale factor as const, this will save some assembler instructions
2014-01-21 18:54:16 +01:00
degasus
f90fe90320
fix windows debug comile
...
This is broken because of revision ebbf1d392b
2014-01-21 14:23:50 +01:00
degasus
ebbf1d392b
VideoCommon: merge trivial parts of VertexManager::Flush
2014-01-21 10:47:00 +01:00
Ryan Houdek
839df31347
Merge of GL-AutoChoose.
...
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
2014-01-18 04:11:59 +00:00
degasus
304adc6e0d
IndexGenerator: inline all variables
...
As we do lots of writes to *Iptr, the compiler isn't allowed to cache any shared variable (neither index nor Iptr itself).
This commit inlines Iptr + index into the index generator functions, so the compiler know that they are const.
2014-01-17 16:34:53 +01:00
degasus
1d6425bd5e
IndexGenerator: drop unused variable
2014-01-17 16:34:53 +01:00
degasus
6b01839525
VideoCommon: merge triangle+list+point index buffers
...
We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.
This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
2014-01-17 16:34:53 +01:00
degasus
770485ad04
VertexLoader: don't check for possible range
...
I(index) < std::numeric_limits<I>::max() is always true, so we don't have to check it
2014-01-16 22:07:48 +01:00
degasus
5eae39766b
enable buffer_storage on nvidia 331.38 on linux
...
it works fine here, and as the VSH is removed, this is the newest driver.
2014-01-16 17:51:38 +01:00
degasus
331af32038
fixup "Remove the ZTP speedup hack"
...
This fixes revision b49c09c36b
2014-01-16 00:26:49 +01:00
Tony Wasserka
f1adc56a56
Remove vertex streaming hack.
...
NV has buffer_storage, AMD has pinned memory.
Both are better than that hack which shouldn't ever have been introduced in the first place.
2014-01-16 00:11:12 +01:00
Tony Wasserka
b49c09c36b
Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).
...
Fixes issue 6875.
2014-01-16 00:11:12 +01:00
degasus
5e5db9fbc6
VideoCommon: cleanup of "components" usage
...
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
Pierre Bourdon
a561c436fc
Change the default GFX backend from D3D11 to OGL.
...
Rationale and discussion:
https://ml.dolphin-emu.org/archives/dolphin-dev/2014-January/000003.html
2014-01-14 21:57:32 +01:00
degasus
e00c3ce363
TextureConverter: remove implicit int->float convertion
...
They was used to check if we're writing to the first or second part of one pixel.
So this is now done with a boolean and a ternary operator.
2014-01-13 12:10:17 +01:00
Scott Mansell
9aff16e7c1
Fix stupid bug in Z16L depth texture efb2ram encoding shader.
2014-01-12 13:32:06 +13:00
Ryan Houdek
e3d103f60c
Update some of the comments in DriverDetails.h for drivers that have fixed their bugs.
2014-01-11 07:31:47 -06:00
Ryan Houdek
67f099af33
Enable buffer_storage for Nvidia drivers 332.21 and above.
2014-01-09 12:06:12 -06:00
degasus
eb310cbd1d
VideoCommon: disable efb access + perf querys on cph thread
...
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.
So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00
Ryan Houdek
b55a4bb087
Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case.
...
Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe.
2014-01-08 16:40:31 -06:00
Ryan Houdek
7acc64eb0a
[Android] Reenable the bug for dynamic UBO array member accesses.
...
Some information on this bug since this isn't quite true.
Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we can dynamically access UBO array members.
The issue that is cropping up is actually converting our attribute 'fposmtx' to an integer.
int posmtx = int(fpostmtx);
This line causes some seemingly garbage values to enter in to the posmtx variable.
Not sure exactly why it is failing, probably them just not actually converting the float to an integer and just handling the float directly as a integer.
So the bug is going to stay active with Qualcomm devices until we convert this vertex attribute from a float to a integer.
2014-01-07 07:56:30 -06:00
degasus
e6676b4565
OpenGL: fix scaled efb2ram copys
...
This fix a regression in revision 687097d4bc
because of the wrong order of moving the sampled rect and scaling.
2014-01-05 18:19:17 +01:00
Pierre Bourdon
ed67d1ae2f
Fix the Zelda: The Wind Waker heat effect glitch.
...
Let's talk a bit about this bug. 12nd oldest bug not fixed in Dolphin, it was a
lot of fun to debug and it kept me busy for a while :)
Shoutout to Nintendo for framework.map, without which this could have taken a
lot longer.
Basic debugging using apitrace shows that the heat effect is rendered in an
interesting way:
* An EFB copy texture is created, using the hardware scaler to divide the
texture resolution by two and that way create the blur effect.
* This texture is then warped using indirect texturing: a deformation map is
used to "move" the texture coordinates used to sample the framebuffer copy.
Pixel shader: http://pastie.org/private/25oe1pqn6s0h5yieks1jfw
Interestingly, when looking at apitrace, the deformation texture was only 4x4
pixels... weird. It also does not have any feature that you would expect from a
deformation map. Seeing how the heat effect glitches, this deformation texture
being wrong looks like a good candidate for the problem. Let's see how it's
loaded!
By NOPing random calls to GXSetTevIndirect, we find a call that when removed
breaks the effect completely. The parameters used for this call come from the
results of methods of JPAExTexShapeArc objects. 3 different objects go through
this code path, by breaking each one we can notice that the one "controlling"
the heat effect is the one at 0x81575b98.
Following the path of this object a bit more, we can see that it has a method
called "getIndTexId". When this is called, the returned texture ID is used to
index a map and get a JPATextureArc object stored at 0x81577bec.
Nice feature of JPATextureArc: they have a getName method. For this object, it
returns "AK_kagerouInd01". We can probably use that to see how this texture
should look like, by loading it "manually" from the Wind Waker DVD.
Unfortunately I don't know how to do that. Fortunately @Abahbob got me the
texture I wanted in less than 10min after I asked him on Twitter.
AK_kagerouInd01 is a 32x32 texture that really looks like a deformation map:
http://i.imgur.com/0TfZEVj.png . Fun fact: "kagerou" means "heat haze" in JP.
So apparently we're not using the right texture object when rendering! The
GXTexObj that maps to the JPATextureArc is at offset 0x81577bf0 and points to
data at 0x80ed0460, but we're loading texture data from 0x0039d860 instead.
I started to suspect the BP write that loads the texture parameters "did not
work" somehow. Logged that and yes: nothing gets loaded to texture stage 1! ...
but it turns out this is normal, the deformation map is loaded to texture stage
5 (hardcoded in the DOL). Wait, why is the TextureCache trying to load from
texture stage 1 then?!
Because someone sucked at hex.
Fixes issue 2338.
2014-01-05 11:33:15 +01:00
degasus
c42f274e22
OpenGL: use shader 420pack if available to staticly bind ubo location
...
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus
4fff5ac90d
OpenGL: drop UBO-workaround usage for efb2ram shaders
...
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus
01351795f0
TextureCache: Warn for invalid custom textures
...
At the moment, custom textures with:
- invalid mipmap size
- invalid aspect ratio
- non-fractional scaling factors
are allowed. But they can't be loaded fine by the backend, so generate a warning if someone trys to load them.
2014-01-03 14:30:12 +01:00
degasus
0f0a3cc509
ogl: clamp to edge for out of bound efb access
...
fixes issue 6898
OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
Ryan Houdek
1118226f27
Merge branch 'master' into buffer_storage
2013-12-31 19:18:30 -06:00
Ryan Houdek
8d8b0fc884
Merge branch 'master' into buffer_storage
...
Conflicts:
Source/Core/VideoBackends/OGL/Src/Render.cpp
Source/Core/VideoCommon/Src/DriverDetails.cpp
Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00
Jasper St. Pierre
43e618682e
Convert all vcxproj files to UNIX line endings
2013-12-31 14:03:18 -05:00
Ryan Houdek
6d63db96e9
Disable primitive restart on buggy OS X Intel HD 3000 drivers.
2013-12-30 18:26:55 -06:00
Tony Wasserka
3aa0a63fe6
VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
...
Either way, even if it's still needed for anything, this is not the correct way to fix the issue.
2013-12-30 20:28:07 +01:00
NeoBrainX
3cfa04b5cf
VertexShaderManager: Remove a hardcoded projection hack.
2013-12-30 19:26:10 +00:00
Ryan Houdek
ce99921c20
[buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it.
2013-12-27 10:56:03 -06:00
Ryan Houdek
e697d7a2dd
[Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues.
2013-12-19 17:30:39 -06:00
Ryan Houdek
945b903499
Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around.
2013-12-19 09:40:13 -06:00
Ryan Houdek
a35b62358a
[Android] Things fixed in Qualcomm driver v53. GLSL Centroid usage. SHADER_INFO_LOG reporting 0 at all times. Some crazy nonsense that broke the FPS counter. Those are all fixed. glBufferSubData still makes the device do a OOM error, and is still stupidly slow to use. Many more bugs remain in this latest Qualcomm driver.
2013-12-18 22:23:26 -06:00
Ryan Houdek
eb3b933dd0
Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder.
2013-12-11 15:15:55 -06:00
Tony Wasserka
c9d9081bf9
Use less brain damaged names for DLCache and TextureDecoder.
2013-12-11 20:35:12 +01:00
degasus
2d8515c0cf
VideoCommon: remove outdated copy of OGL::VertexManager::vFlush
2013-12-09 23:49:09 +01:00
degasus
42619c1d2d
Merge branch 'ogl-tex2d'
...
Conflicts:
Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
2013-12-09 13:04:14 +01:00
degasus
687097d4bc
OGL: use integer uniforms for efb2ram texture converter
2013-12-09 12:33:50 +01:00
Ryan Houdek
14d9802ea4
Oops. Fix a typo in the DriverDetails change.
2013-12-06 12:18:20 -06:00
Ryan Houdek
faf8792351
Support OS specific bugs in our DriverDetails.
2013-12-05 09:32:27 -06:00
degasus
2cbefa2905
PixelShaderManager: clear s_bViewPortChanged flag
...
This flag wasn't cleared at all, so we set our constants dirty every time...
This could fix some performance regressions because of revision 6798a4763e
2013-12-03 09:37:45 +01:00
degasus
69137cff4c
Merge X11+D3D FreeLook feature into DolphinWX
...
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...
imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
2013-11-29 06:09:54 +01:00
degasus
11973d31c1
TextureConverter: remove WriteIncrementSampleX
2013-11-25 17:11:41 +01:00
Ryan Houdek
421fd0e16e
Fix OpenGL ES 3.
2013-11-25 15:36:24 +00:00
degasus
64a1969e36
TextureConverter: fix scoping
2013-11-25 16:34:08 +01:00
degasus
2a2f2fd4eb
TextureConvertion: merge Write*Swizzler
2013-11-25 16:19:08 +01:00
degasus
6750a81972
TextureConverter: Use integer math for swizzling
...
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus
bcb31b09d3
TextureConverter: Use gl_FragCoord instead of uv0
2013-11-25 15:01:18 +01:00
degasus
a289e0604f
TextureConverter: remove D3D9 foo
...
This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up.
2013-11-25 14:53:44 +01:00
degasus
146e435009
OpenGL: fix efb2ram for texture2D
...
This was hacky as hell. Our efb2ram shader generator is just freaked out.
2013-11-25 08:56:01 +01:00
Ryan Houdek
da3eef1019
Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function.
2013-11-25 00:06:29 +00:00
Ryan Houdek
f292819ff5
[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U
2013-11-24 15:49:23 -06:00
degasus
09f4439d0c
VideoCommon: reorder cbufid in orderer. We've used once two times
2013-11-24 04:43:54 +01:00
degasus
7d58278b67
Merge branch 'efb2tex_alpha'
2013-11-24 04:02:38 +01:00
Matthew Parlane
0a31255943
Unused arguments removed from XFBSource::Draw
...
Thanks neo.
2013-11-24 11:33:43 +13:00
Tony Wasserka
672fa65ee7
OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games.
2013-11-22 18:09:52 +01:00
degasus
b0a83c9aaa
VideoCommon: don't read alpha from efb which don't have alpha
...
This fixes issue 6788
2013-11-22 04:50:33 +01:00
Tony Wasserka
286b6110f1
Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
...
This reverts commit 954be9e2d9
.
Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Matthew Parlane
b372f97675
Imagewrite.cpp had same problem.
...
I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane
33d8166620
Use IOFile for TextureToPng to support non-ascii
...
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Matthew Parlane
71d70d896f
Api was too confusing for people.
2013-11-17 10:34:34 +13:00
Matthew Parlane
3a13dfdd9b
[OGL] Textures now save to PNG not TGA
2013-11-16 15:59:59 +13:00
Ryan Houdek
b9d7bb9012
[Android] Broken UBOs has been fixed in Adreno driver v53, so update the comment in DriverDetails.h. Also enable dynamic UBO array member access with that version since there is a high chance of it being fixed. Dynamic UBO member access is commonly noticed with character models being terrible looking.
2013-11-15 16:51:07 -06:00
Matthew Parlane
c712fb7356
Fix introduced ImageWrite warning.
2013-11-15 17:58:57 +13:00
Ryan Houdek
117bf435b0
Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times.
2013-11-15 01:09:38 +00:00
Matthew Parlane
ba71cdcc51
Goto crosses initialization error.
...
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane
033ed9477e
Reworked Screenshot saving.
...
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano
39a4d4329d
more warning fixes
2013-11-14 02:19:15 -05:00
Jordan Cristiano
f96e9e1ae4
warnings and code formatting
2013-11-13 04:03:46 -05:00
Tony Wasserka
0b02880b76
Revert "Be less dumb."
...
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."
This reverts commits 00fe5057f1
, 74b5fb3ab4
, cd46138d29
and 5f72542e06
because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus
8923968b47
Revert "VideoCommon: create native texture pool"
...
This reverts commit 6cece6b486
.
In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)
Conflicts:
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
degasus
ea2d8bf328
VideoCommon: fix custom textures
...
This fix a regression by revision 6cece6b486
delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Pierre Bourdon
954be9e2d9
Handle BP mask register better to avoid useless BP writes (causing flushes)
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
degasus
6cece6b486
VideoCommon: create native texture pool
...
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.
This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.
Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
degasus
045efdfc3e
ogl: drop all %f from TextureConversionShader
2013-11-04 12:38:55 +01:00
Matthew Parlane
e15f628935
Fix {Read,Write}FileToString.
...
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
c579637eaf
Run code through the advanced tool 'sed' to remove trailing whitespace.
2013-11-03 20:54:05 -05:00
comex
965b32be9c
Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up.
2013-11-03 20:54:01 -05:00
comex
74b5fb3ab4
Actually, filename really does need to be a parameter because of some random debug thing.
2013-11-02 22:44:27 -04:00
comex
cd46138d29
fix non-HAVE_WX case
2013-11-02 22:23:29 -04:00
comex
5f72542e06
Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
2013-11-02 22:19:21 -04:00
comex
82729fcc8f
Merge remote-tracking branch 'shuffle2/vc12'
...
Conflicts:
Source/Core/Common/Common.vcxproj
Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
degasus
92fdac412b
VideoCommon: drop UpdateViewportWithCorrection
...
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
degasus
2118c1d3c3
VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all
2013-10-29 18:55:50 +01:00
degasus
f4a9deefa8
ogl: remove some unneeded includes
2013-10-29 18:55:50 +01:00
degasus
3151d8709c
VideoCommon: move ViewportCorrection into VideoCommon
...
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
degasus
b253d60f04
VideoCommon: Drop D3D9 SSAA implementation
...
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
2013-10-29 18:20:07 +01:00
Shawn Hoffman
ccd30024b3
Update to VS2013 and a slew of build-related updates. Notes:
...
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Lioncash
97cd42f5c3
Remove some unnecessary includes as well as simplifying exisiting ones if possible.
2013-10-19 19:58:56 -04:00
comex
de1773affb
Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system.
2013-10-17 00:07:35 -04:00
Ryan Houdek
f0bf5aa113
Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this.
2013-10-16 11:27:58 +00:00
degasus
b1afb32188
ShaderGen: fix for commit bd80de14f4
2013-10-15 14:48:40 +02:00
degasus
bd80de14f4
ShaderGen: drop PerPixelLighting + 8Texcoord hack
...
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.
This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
degasus
f62579761c
ShaderGen: remove nonsense for() if() {}
2013-10-15 14:31:02 +02:00
comex
390760bd75
Perf: Use unordered_map instead of map in very slightly hot function.
...
Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
comex
1570558789
Remove unused variable waitingForPEInterruptDisable.
2013-10-13 14:00:38 -04:00
NeoBrainX
59ae93d04e
PixelShaderGen: Refine the comment from revision 3fbe1b1ccd
.
2013-10-13 14:59:59 +00:00
degasus
3fbe1b1ccd
VideoCommon: Update FastDepth's comment
2013-10-13 16:14:30 +02:00
degasus
6798a4763e
VideoCommon: revert the ViewPort changes
...
xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
degasus
2754c1132e
VideoCommon: reimplement Dirty() in PixelShaderManager
...
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.
But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00
degasus
50c404ce4a
VideoCommon: fix dstAlpha
2013-10-12 20:31:59 +02:00
degasus
0b2fb548c3
VideoCommon: remove SetVSConstant4f
2013-10-12 20:31:59 +02:00
degasus
5de7ac4791
OGL: update ubo workaround
2013-10-12 20:31:59 +02:00
degasus
cc6c454898
VideoCommon: refactor PixelShaderManager setters
...
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.
The follow parts are rewritten:
Alpha
ZTextureType
zbias
FogParam
FogColor
Color
TexDim
IndMatrix
MaterialColor
FogRangeAdjust
Lights
2013-10-12 20:31:25 +02:00
degasus
15ed0ea9cf
videoCommon: remove not supported constant types
...
I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.
But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
degasus
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
...
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11
ogl: implement useful constant buffer upload
...
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
...
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
Jasper St. Pierre
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00
Ryan Houdek
c054049712
Fix PixelShaderGen from the previous commit.
2013-10-06 21:54:09 -05:00
Ryan Houdek
26c38648ec
[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4.
2013-10-06 21:51:41 -05:00
Ryan Houdek
d4bd5fde71
Only emit the texgens if they are used, not every single time do all of them.
2013-10-06 21:32:05 -05:00
Tony Wasserka
ed88cf6cad
Removing more references to D3D9.
2013-10-06 13:37:10 +02:00
Tony Wasserka
5de6726658
Remove another D3D9 reference.
2013-10-06 13:30:59 +02:00
Tony Wasserka
d198fee21b
Remove more references to D3D9...
2013-10-06 13:30:59 +02:00
Tony Wasserka
61ed40749f
Shader generators: Remove any references to D3D9 and cleanup the affected code.
2013-10-06 13:30:56 +02:00
Tony Wasserka
0e2e71e483
Remove some now unused VideoConfig settings.
2013-10-06 13:28:46 +02:00
Lioncash
0d4df39e1f
Remove D3D9 related files.
...
Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
2013-10-06 13:28:41 +02:00
Ryan Houdek
6bdcde9dd6
[Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
...
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00
comex
f57ff0a569
Support a gcm revision-specific game ini for cheats + partially fix gecko codes in default ini.
...
The local ini is not revision-specific because it would require renaming
everything. Meh.
2013-09-28 23:38:25 -04:00
Ryan Houdek
4efc3e6c8f
Quick build fix.
2013-09-26 07:50:24 +00:00
Ryan Houdek
feaf65f2ae
[Android] The dynamic UBO access isn't actually fixed, contrary to what rev cd646d8e236 said. I presumed it fixed with v4x drivers, but I didn't have the LG G2 with me to test 100% at the time. This won't afflict any Adreno device with v4x drivers since UBOs are disabled for them since they are _broken_.
2013-09-26 07:46:56 +00:00
Ryan Houdek
cd646d89e2
[Android] The issue with the dynamic UBO access on Adreno platforms was fixed with v41 of the video drivers. v41 and above of the video drivers fix the spiky polygon problems that are noticed ingames.
2013-09-25 01:50:02 +00:00
Scott Mansell
0696fc93b2
Merge branch 'fix-field-ordering'
...
Fixes 6387
Closes 6635
2013-09-24 13:47:20 +12:00
Ryan Houdek
96a77f9feb
[Android] Fix the ability to stop the game and start another.
2013-09-23 01:43:18 -05:00
Scott Mansell
440353a3a1
Remove all refrences of field ordering from video backends.
...
They were unused.
2013-09-23 18:29:31 +12:00
degasus
573dbfd494
ogl: drop glsl120 support
2013-09-22 23:45:14 +02:00
comex
6209067daa
Fix stack misalignment fix.
2013-09-22 15:48:27 -04:00
Rachel Bryk
9a6f28fce4
Revert "Fix stack misalignment issues."
...
This reverts commit d334a9bc23
.
This breaks single core.
2013-09-22 14:29:35 -04:00
comex
d334a9bc23
Fix stack misalignment issues.
...
- Call ABI_AlignStack even on x86-64.
- Have ABI_AlignStack respect the difference in current alignment
between the root JIT function, which has a prolog, and
ProtectFunction thunks, which do not. This was causing many games
to crash on start on OS X. Since this might otherwise mean changing
the stack pointer before every call...
- Have one prolog/epilog function rather than two (one of which
definitely did not do what it was thought to do), and make it
actually work like a normal one, so that the stack frame shows up
properly in the debugger. There should be no performance impact.
2013-09-20 16:46:48 -04:00
Pierre Bourdon
86f6e8cc1e
Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire.
2013-09-18 12:33:57 +02:00
Pierre Bourdon
7aa98a3830
Fix loading of the 'projection hack enabled' gameini setting
...
Fixes issue 6614.
2013-09-18 12:23:46 +02:00
Ryan Houdek
24a44ecfb8
[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
2013-09-18 02:37:10 -05:00
degasus
75f2738f5c
VideoCommon: fix ogl lighting bug which happens because of NaN emulation
...
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN
As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
2013-09-16 17:10:19 +02:00
Pierre Bourdon
501eafb407
Overlay local gameinis over global gameinis instead of copying.
...
Huge megacommit because a lot of things needed to be modified to make this
possible.
2013-09-14 17:46:41 +02:00
NeoBrainX
d1e96c7282
Display warning OSD messages when a game ini is overriding any settings.
2013-09-14 06:08:31 +02:00
Pierre Bourdon
91a758b342
Move TextureDecoder.cl from User to Sys
2013-09-14 06:08:30 +02:00
degasus
3fcdf5e25b
VideoCommon: use memcmp to compare shader uid
2013-09-11 17:34:23 +02:00
degasus
3ec9f9b64a
videoCommon: also reset logicOp on mode switch
2013-09-09 02:30:44 +02:00
Pierre Bourdon
7acee71c0c
Move swapModeTable to a local variable, avoids shader uid generation writing to it
2013-09-04 23:23:29 +02:00
Pierre Bourdon
175707739e
Move LightingUidData to the LightingShaderGen header
2013-09-04 23:23:29 +02:00
Ryan Houdek
2897619ddb
Removal of my terrible idea.
2013-09-02 05:31:48 -05:00
Ryan Houdek
831963616f
[Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really.
2013-09-02 01:40:05 -05:00
comex
35b8dfbe0c
A few more warnings.
2013-09-01 23:33:35 -04:00
degasus
15df7b3445
ogl driverdetails: add flag to disable hacked and pinned memory
...
pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
degasus
1cbc8f8182
sync gpu: check disable flag before volatile
...
This could be an optimizing as this condition could be moved out of the loop.
So we save an atomic load.
But I don't know if it matters at all
2013-08-24 18:43:07 +02:00
Rodolfo Bogado
dbcc677922
Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'
2013-08-23 22:43:03 -03:00
Rodolfo Bogado
40243a4fe7
Indentation Fix
2013-08-23 22:28:17 -03:00
Pierre Bourdon
9303b57db1
Refactor VideoCommon/OnScreenDisplay.
...
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
Pierre Bourdon
367d6dfd65
Add an OSD message when taking screenshots in D3D9/D3D11
...
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
degasus
7a5374258e
ogl: rework DriverDetails framework + detect UBO mesa bug
2013-08-23 10:52:29 +02:00
Ryan Houdek
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
Ryan Houdek
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
Pierre Bourdon
a3a4f21284
Remove some spurious endlines at the end of log messages
2013-08-21 00:19:50 +02:00
degasus
814c1c9572
pixelShaderGen: also execute alpha test for always fail with late z test
...
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
Pierre Bourdon
d6fe9c639b
Add an OSD message to remind the user if Shader Debugging is enabled
...
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Ryan Houdek
7934df3879
Remove a redundant check in the fifo.
2013-08-17 01:27:08 +00:00
Rodolfo Bogado
979718484f
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-15 00:21:28 -03:00
Pierre Bourdon
7622d5b354
Only call SetGenerationMode from BPWritten if the cull mode changed.
...
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Pierre Bourdon
26f58e1ba5
Add an option to enable performance queries in gameini files, disable it by default
2013-08-14 23:16:46 +02:00
Pierre Bourdon
ffdd79df36
Move VideoBackendBase from Common to VideoCommon
2013-08-14 23:16:46 +02:00
NeoBrainX
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
Rodolfo Bogado
9e0fc8b42d
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 21:32:25 -03:00
NeoBrainX
c05aa0141d
ShaderGen: Optimize out most function calls for uid generation.
2013-08-12 18:30:42 +02:00
NeoBrainX
fe2ca814c5
LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
2013-08-12 18:30:42 +02:00
NeoBrainX
22d9736787
ShaderGen: Static inline everything.
2013-08-12 18:30:42 +02:00
NeoBrainX
69a5a79c03
PixelShaderGen: Optimize shader uid data order.
2013-08-12 18:30:42 +02:00
NeoBrainX
7a1940020d
VertexShaderGen: Optimize shader uid data order.
2013-08-12 18:30:41 +02:00
Rodolfo Bogado
5948665cd6
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 10:30:19 -03:00
NeoBrainX
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Rodolfo Bogado
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
...
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
NeoBrainX
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
degasus
a6fd2c8227
fix lightning for inconsitent config
...
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Rachel Bryk
a33b1fcdc6
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
2013-07-30 05:49:02 -04:00
degasus
4987f89ecc
simplify my last commit
2013-07-29 23:26:18 +02:00
degasus
d029fc2f9f
remove printf in shader uid generation
2013-07-29 20:52:24 +02:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
b6e9a75bdf
Good Job Windows. Fixes compiling...
2013-07-27 00:53:53 +00:00
Ryan Houdek
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
Ryan Houdek
e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
Ryan Houdek
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
degasus
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Jasper St. Pierre
3c7f223aa1
Add "Q" / "E" as freelook keybindings
...
To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre
52482115e1
Move in-game keybinding handling to a central location
...
Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Jasper St. Pierre
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
...
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Ryan Houdek
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
Ryan Houdek
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
Ryan Houdek
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
Ryan Houdek
7d6b36bf73
Fix most ARM warnings
2013-07-05 19:56:15 -05:00
NeoBrainX
1f92ccc228
ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
2013-07-02 14:48:08 +02:00
NeoBrainX
c34c82e7ae
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
...
pixel lighting is toggled.
Same as revision f524312fd1
but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX
b8b5427ba4
VertexShaderGen: Fix a dumb regression from revision f524312fd1
.
2013-06-30 11:36:45 +00:00
NeoBrainX
eb153cfded
PixelShaderGen: Fix a small early-ztest related bug.
2013-06-29 23:14:08 +02:00
NeoBrainX
99301bd158
PixelShaderGen: Store early_ztest as part of shader uid.
2013-06-29 23:01:42 +02:00
NeoBrainX
f524312fd1
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
2013-06-29 23:01:42 +02:00
NeoBrainX
e3c0a39d5d
Merge branch 'shader-uids-awesome-after-hours'.
2013-06-28 17:45:19 +02:00
NeoBrainX
166a9c5637
Finishing touches.
2013-06-28 17:43:53 +02:00
NeoBrainX
ba310ce096
PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038
.
...
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
NeoBrainX
597a6b34cb
Compactify VertexShader uid struct.
2013-06-23 19:29:02 +02:00
degasus
a2e132dd4b
small index generator optimiztions
...
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
NeoBrainX
bdc28106ee
Optimize shader uid checks by checking the number of uid values which are actually used.
2013-06-22 21:47:22 +02:00
NeoBrainX
16ada5fa3d
Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct.
2013-06-22 21:47:22 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
NeoBrainX
c4eb659fec
BPMemory: Assign a more descriptive name to a field in the genmode register.
2013-06-18 17:25:16 +02:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-18 07:52:36 -05:00
degasus
c57a90c5b5
don't define clipPos twice
...
fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX
8816369144
PixelShaderGen: Add some TODOs.
...
Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX
f724b47f45
PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85
.
2013-06-17 13:08:38 +02:00
NeoBrainX
2b2ca5260f
PixelShaderGen: Fixed some bugs, removed unused shader uid fields.
2013-06-17 13:03:38 +02:00
NeoBrainX
7a01ceba73
PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85
.
2013-06-17 12:51:57 +02:00
NeoBrainX
c505260ec1
Fix some merge conflicts.
2013-06-17 12:29:47 +02:00
NeoBrainX
ca22872dae
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX
f0ea525d3b
PixelShaderGen: Change a comment slightly.
2013-06-17 11:39:50 +02:00
NeoBrainX
20719081df
PixelShaderGen: Move RegisterStates from global storage to stack.
2013-06-17 11:37:41 +02:00
NeoBrainX
7e0db58b1e
Fix stuff
2013-06-17 10:50:16 +02:00
NeoBrainX
32b78a8572
First steps of making the pixel shader uid struct more compact.
2013-06-17 10:50:12 +02:00
Armada
9594cac42c
Build fix: Android NDK doesn't support any locale switching.
...
Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada
fc7099a905
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
...
This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
Ryan Houdek
fa4ad82878
Fix Windows Compiling?
2013-06-12 03:14:13 -05:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00
Ryan Houdek
703a51e4c0
[Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still.
2013-06-11 08:33:56 -05:00
skidau
196d152ad7
Invalidate the texture cache using the GPU thread when the CPU thread makes a request.
...
Fixes issue 6350.
2013-06-08 11:28:54 +10:00
degasus
a51d6a6ddd
add new statistics for gpu buffer streaming
2013-05-23 21:07:01 +02:00
Rachel Bryk
10d1d19409
Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame.
2013-05-21 19:20:22 -04:00
degasus
a905b18ef1
Merge branch 'ppd' - per pixel depth
...
use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"
2013-05-12 07:29:31 +02:00
Ryan Houdek
bf67378812
Fix the integer compare in our GLSL fmod function
2013-05-11 00:16:20 -05:00
NeoBrainX
f348712d3a
BPMemory: Fix a small documentation mistake from revision 9365187f89
.
2013-05-10 11:47:06 +00:00
degasus
f7c3cacb5c
ppd: fix small issues in my last commit
2013-05-10 12:51:06 +02:00
degasus
89be1cbf51
recreate "per pixel depth" option and renamed it to fast depth calculation
2013-05-09 17:48:48 +02:00
degasus
c7486609fa
fix underflow in IndexGenerator::AddFan
...
fix issue 6282
The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3
2013-05-09 10:17:12 +02:00
NeoBrainX
9365187f89
BPMemory: Add register documentation for texture source adress and EFB configuration.
2013-05-06 22:20:17 +02:00
Ryan Houdek
0247b2a97a
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
2013-05-06 06:43:04 -05:00
NeoBrainX
2c7ed2a793
Apply color mask when alpha test parameters change. Required to make the changes in revision be706a3977
work properly.
...
Fixes issue 6080.
2013-05-01 11:50:37 +02:00
NeoBrainX
9cb263ad48
PixelShaderGen: Set some uid fields that I missed before.
2013-04-29 21:19:48 +02:00
NeoBrainX
02afec5076
Polish shader uid checking.
2013-04-29 21:00:39 +02:00
NeoBrainX
77dae3496a
PixelShaderGen: Cleanups.
2013-04-29 19:52:12 +02:00
NeoBrainX
adab4e37f7
Fix some mistakes from the master merge; some cleanups.
2013-04-29 19:37:32 +02:00
NeoBrainX
5e6b712651
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-25 14:05:54 +02:00
NeoBrainX
eef95fa4c5
ShaderGenCommon: Adding documentation.
2013-04-25 13:30:41 +02:00
Lioncash
8da425b008
Formatting cleanup for VideoCommon.
...
Block braces on new lines.
Also killed off trailing whitespace and dangling elses.
Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00
degasus
4a48485482
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
...
This reverts commit 8b7141d3de
.
GLSL120 can't handle integer attributes :-(
2013-04-24 03:03:52 +02:00
lioncash
d244bca1f5
Fix a bunch of random typos in comments and logging.
...
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Lioncash
bab9963b00
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.
2013-04-17 23:09:55 -04:00
Ryan Houdek
48927c17d2
Good job Windows. Stop choosing the same names as I do.
2013-04-13 00:54:11 -05:00
Ryan Houdek
39a7096711
Extend our OSD class to support callbacks on init, onframe, and shutdown.
2013-04-13 00:48:53 -05:00
degasus
7e630ba920
Merge branch 'primitive_restart'
2013-04-11 14:01:58 +02:00
NeoBrainX
7480f5dfd6
ShaderGenCommon: Clean up.
2013-04-10 14:55:46 +02:00
NeoBrainX
e7a5847c30
ShaderGen: Build fix.
2013-04-10 14:44:09 +02:00
NeoBrainX
abde070f63
LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
...
Also fix a small bug (cf. revision 154c533e76
).
2013-04-10 14:25:18 +02:00
NeoBrainX
154c533e76
VertexShaderGen: Fix a small GLSL regression in emboss mapping.
2013-04-10 11:44:49 +00:00
NeoBrainX
fab4f1d0a5
LightingShaderGen: Improve code flexibility.
2013-04-10 13:38:31 +02:00
NeoBrainX
31d2cab8d3
Add ShaderGenCommon to vcproj file list.
2013-04-10 12:55:42 +02:00
NeoBrainX
ec08914905
Move Shader UID mismatch checking to VideoCommon.
2013-04-10 12:54:22 +02:00
degasus
1aa10b579a
fix triangle_fan size calculation
...
wasn't updated for the new primitive restart implementation
2013-04-10 12:45:44 +02:00
degasus
a6412f7bd4
render a triangle for a 3 vertice quad
...
fix issue 6214
2013-04-10 12:36:59 +02:00
NeoBrainX
ec5f596b31
VertexShaderGen: More per-pixel-lighting fixes.
2013-04-10 12:17:28 +02:00
Jordan Woyak
385d8e2b15
ChunkFile has allowed me to accidentally "Do" a non-POD for the last time!
2013-04-09 19:02:22 -05:00
degasus
b0108631f6
use templates for primitive restart
2013-04-08 19:39:43 +02:00
degasus
4dca133745
small cleanups
2013-04-08 17:58:23 +02:00
degasus
80b56ddd17
convert triangle_fan to triangle_strip
2013-04-08 17:22:16 +02:00
degasus
702198f39b
Merge branch 'master' into primitive_restart
...
Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Plugins/Plugin_VideoDX9/Src/main.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2013-04-08 15:57:51 +02:00
degasus
4c40e70b8a
ogl: support glsl120
2013-04-08 14:50:58 +02:00
Rachel Bryk
deece78e19
Seriously, someone kill me.
2013-04-08 03:11:45 -04:00
Rachel Bryk
48f3e962d6
Kill me now.
...
Fixes issue 6227.
2013-04-08 03:05:12 -04:00
Lioncash
195336021f
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
...
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
Pierre Bourdon
0ca7ea6c3f
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
2013-04-07 20:58:48 +02:00
Rachel Bryk
4d81e0739d
Use an enum for efb scale values.
2013-04-06 01:49:13 -04:00
Rachel Bryk
ee163d1e49
Someone take my commit rights away.
2013-04-05 17:26:56 -04:00
Rachel Bryk
6a5a522bba
Hastily committing untested code without making sure i didn't miss anything first? I would never!
2013-04-05 17:20:34 -04:00
Rachel Bryk
e531970052
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
...
Fixes issue 6210.
2013-04-05 17:13:48 -04:00
lioncash
a7c05dc922
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
2013-04-04 09:32:28 -04:00
Grant Paul
9f8841e960
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
...
This reverts commit 61c327ba8b
.
2013-04-03 21:17:09 -07:00
NeoBrainX
61c327ba8b
D3D11: Fix glitched polygon edges when MSAA is enabled.
2013-04-03 18:56:33 +02:00
Jordan Woyak
4ba12be669
We can use unordered_map without pain now!
2013-04-01 19:25:32 -05:00
Lioncash
58159a1693
Some more logging typos and clarifications. Missed these in my last commit.
...
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Lioncash
f432d6038e
Fix some typos and correct some capitalizations in the log messages.
...
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado
45651098f6
Use a brute force approach to test for Dual source blend support.
...
Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
NeoBrainX
a60e1a3db8
ShaderGen: Remove some TODOs and fix an issue with per pixel lighting.
2013-03-31 23:57:39 +02:00
NeoBrainX
f57b902d33
PixelShaderGen: Cleanups.
2013-03-31 23:53:46 +02:00
NeoBrainX
f6d65a636e
ShaderGen: Fix per pixel lighting.
2013-03-31 23:29:33 +02:00
NeoBrainX
248d56d930
ShaderGen: Small optimization.
2013-03-31 20:55:57 +02:00
NeoBrainX
cdddb26bba
Apparently override is less fun than I thought.
2013-03-29 22:29:37 +01:00
NeoBrainX
2afd892e46
ShaderGen: More interface cleanups. Less wtfs :)
2013-03-29 22:24:49 +01:00
NeoBrainX
e31c2aa601
ShaderGen: Cleanup uid data writing.
2013-03-29 21:53:57 +01:00
NeoBrainX
9eccd56ef0
PixelShaderGen: Some cleanups.
2013-03-29 20:59:03 +01:00
NeoBrainX
3c02f227db
PixelShaderManager: Disable constant cache (won't work in the non-UBO path of the opengl backend).
...
ShaderGen: Replace typeid usage with more general code.
2013-03-29 20:35:31 +01:00
NeoBrainX
41c4108ce6
OpenGL: Reimplement shader uid debugging.
2013-03-29 14:56:01 +01:00
NeoBrainX
f2a8fbb314
PixelShaderGen: Slightly reduce the number of redundant shader compilations.
2013-03-29 14:54:13 +01:00
degasus
ca8554e7d1
first try of primitive restart index generator
...
Convert all quads+triangles into trangle_strip and uses primitive restart to split them.
Speed up triangle_strip, but slows down all others primitive formats.
Only implemented in ogl.
2013-03-29 14:27:33 +01:00
Rodolfo Bogado
c743e75d92
fixes for my last commit
2013-03-29 00:41:36 -03:00
Rodolfo Bogado
40d919b352
Implement dual source blending to avoid unneeded alpha pass.
...
this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
2013-03-28 20:08:51 -03:00
NeoBrainX
c10d9ea87a
Clean up blending code a bit.
2013-03-28 23:00:19 +01:00
NeoBrainX
a171525df6
Fix Windows crash.
2013-03-27 01:33:27 +01:00
NeoBrainX
11fae2e1cb
Fix Windows build, try 4.
2013-03-27 00:17:46 +01:00
NeoBrainX
364a5093d9
ShaderGenCommon: Replace the GenOutput enum by using typeid instead.
2013-03-26 23:21:08 +01:00
NeoBrainX
0e31943216
ShaderGenCommon: Introduce a common shader generator interface to make stuff less confusing.
2013-03-26 23:03:10 +01:00
NeoBrainX
3253603ae7
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
2013-03-26 22:21:19 +01:00
NeoBrainX
b75a617d8a
VertexShaderGen: De-uglify VS output structure writing
2013-03-26 19:36:59 +01:00
NeoBrainX
30f1a4b4fe
Partially revert "Now CG plays nice with this new stuff."
...
This reverts commit 3943840d5c
.
Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
2013-03-26 19:36:59 +01:00
NeoBrainX
0994a5828d
VideoSoftware: Improve fog range adjustment by using less magic and more comments.
2013-03-26 00:57:45 +01:00
skidau
b00201dcbd
Merge branch 'Fast-EE'
...
* Fast-EE:
Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
Forced the external exception check to occur sooner by changing the downcount.
2013-03-26 08:24:21 +11:00
skidau
0ccaaee38c
Forced the exception check only for ARAM DMA transfers.
...
Removed the Eternal Darkness boot hack and replaced it with an exception check.
2013-03-26 08:23:20 +11:00
NeoBrainX
ae146e8bc7
VideoSoftware: Implement fog range adjustment, fixing issue 6147.
2013-03-25 21:13:31 +01:00
degasus
d4fadf4b6f
implement 4xSSAA for OGL
...
I don't think it's needed, but its requested often
2013-03-25 15:45:10 +01:00
degasus
3d5e0a6d3d
move ogl-only settings into backend
2013-03-25 15:14:24 +01:00
skidau
1d550f4496
Forced the external exception check to occur sooner by changing the downcount.
...
Fixes issue 5825.
2013-03-25 00:47:44 +11:00
degasus
470c9ff08a
check for overflow vertex indices, fixes issue 6135
...
thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-)
2013-03-23 00:18:35 +01:00
lioncash
edd9d0e0ef
Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
...
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
Rachel Bryk
7c2c4662a7
Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
...
D3D9 still doesn't support changing vsync while emulation is running.
Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Jordan Woyak
98fa5006fd
Fix some warnings.
2013-03-16 18:53:34 -05:00
degasus
4a929f85b6
GLSL: fix transparency issues on dual source blend. fix issue 6104
2013-03-17 00:36:13 +01:00
James Dunne
f1ef51abc8
Removing `Core::IsGPUThread()` and `Core::IsCPUThread()` calls in favor of simple `bool isCPUThread` parameter value.
2013-03-15 19:42:42 -05:00
James Dunne
4137fc0023
Removed calls to YieldCPU from RunGpuLoop.
2013-03-15 19:42:38 -05:00
degasus
6962929356
GLSL: fix nfs-hp2
2013-03-15 23:32:01 +01:00
Ryan Houdek
8c1091a21f
Merge branch 'master' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
NeoBrainX
e877b5019b
PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.
...
Fixes issue 5618.
2013-03-15 15:08:51 +01:00
skidau
afb6f9127a
Corrected a typo.
2013-03-15 19:32:47 +11:00
NeoBrainX
203b1748a3
PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.
2013-03-15 01:01:00 +01:00
degasus
2c84c32ddc
decrease d3d vertex buffer size
2013-03-12 17:48:20 +01:00
degasus
382be2aabd
Merge branch 'master' into GLSL-master
...
Conflicts:
.gitignore
2013-03-12 11:28:56 +01:00
skidau
83fc5f4747
Merge branch 'FIFO-BP'
...
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC.
Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision". Required to go in-game.
Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
Skipped the EE check if there is a CP interrupt pending.
Disabled "Speed up disc transfer" from the ZTP GC game ini.
Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
Delayed the interrupts in the EXI Channel.
Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
Made vertex loading take constant time.
Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
Profile stores, fp stores and ps stores only to the fifo write addresses list. This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
...
Conflicts:
Source/Core/VideoCommon/Src/PixelEngine.cpp
2013-03-12 19:47:59 +11:00
skidau
d3e431af9e
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
2013-03-07 22:16:00 +11:00
degasus
5dd502df3b
Merge branch 'master' into GLSL-master
...
the only commit on master is to fix vertexloader, so disable jit for osx
2013-03-06 19:07:15 +01:00
degasus
7158c14d7a
fix vertexloader without jit
2013-03-06 18:58:15 +01:00
degasus
a1c5e90083
Merge branch 'master' into GLSL-master
...
Conflicts:
CMakeLists.txt
Source/Core/DolphinWX/CMakeLists.txt
Source/Core/DolphinWX/Src/GLInterface.h
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
degasus
8d5299c20b
Merge branch 'vertex-loader-cleanup'
2013-03-06 14:08:02 +01:00
degasus
10983b0eae
fix VertexManager::GetRemainingIndices
...
the old implementation returns the amound of primitives fit into index buffers
but also gc needs more than one index per primitve
2013-03-06 12:33:02 +01:00
Jordan Woyak
f3f89e1d00
Merge branch 'master' into vertex-loader-cleanup
...
Conflicts:
Source/Core/Common/Src/CommonFuncs.h
Source/Core/VideoCommon/Src/VertexLoader.cpp
2013-03-04 15:47:56 -06:00
Jordan Woyak
bf58c70e9b
Move copy-pasted code into function.
2013-03-04 15:35:29 -06:00
degasus
642eab92bc
disable per pixel depth if depth textures aren't used
2013-03-04 20:12:58 +01:00
Jordan Woyak
b1a2915304
Merge branch 'master' into windows-unicode
2013-03-03 15:05:10 -06:00
Ryan Houdek
a01f793f59
Fix ARM build.
2013-03-03 07:37:22 +00:00
Jordan Woyak
2b1af36900
Merge branch 'master' into windows-unicode
2013-03-02 15:33:32 -06:00
skidau
5bb6ac8164
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
...
Fixes issue 5415.
2013-03-02 16:18:55 +11:00
NeoBrainX
008fdc7310
Merge branch 'perfqueries'.
...
Adds support for PE performance metrics.
Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level.
Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun).
OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work.
Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D
Slightly (~7%) decreases performance when performance metrics are used (and only then).
Fixes issue 1498.
Fixes issue 5368.
2013-03-02 00:17:37 +01:00
NeoBrainX
4058b4c38a
Add documentation to PerfQueryBase interface.
...
Remove the config field for perf queries (wasn't used for the new interface anyway).
Few other cleanups.
2013-03-01 23:02:11 +01:00
NeoBrainX
5a7bb2abfa
D3D11: Port perf queries code to the PerfQueryBase interface.
...
Remove deprecated PerfQuery methods from RenderBase.
Windows build fix.
2013-03-01 19:30:37 +01:00
degasus
ef7083d78c
also don't cleanup efb copys on efb2ram
...
these may be upscaled and this high res textures would be lost
2013-03-01 11:31:52 +01:00
skidau
73da6f4f3f
Merge branch 'master' into FIFO-BP
...
# By Jordan Woyak (46) and others
# Via Jordan Woyak (2) and others
* master: (70 commits)
Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks.
Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.
Make ARMJit core default CPU core on ARM architecture
Fix a StringUtil regression from the arm-noglsl merge
Small improvement to cmpli/cmpi in ARMJit.
Merge latest ArmEmitter changes from ppsspp while we're at it.
Ah. I blame vim on this typo entirely.
Add disabled code for authenticating wiimotes on Windows.
Add the missing FPR cache
Buildfix.
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
Abort loading states from incompatible graphics backends.
ARM Support without GLSL
Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
Begin implementing save states to video software. Kind of works, sometimes.
Make error message for loading save state with wrong dsp engine shorter.
Abort load state if it uses a different dsp engine, instead of crashing.
Update the gameini of F-zero. Efb to Ram is no longer the default choice.
fix last commit by neobrain
...
Conflicts:
Source/Core/VideoCommon/Src/Fifo.cpp
2013-03-01 20:12:56 +11:00
Jordan Woyak
dea1e2827d
Open std::fstream in a unicode-safe manner.
2013-02-28 19:33:39 -06:00
NeoBrainX
b94f65b666
Remove two incorrect lines. How did those even get there?!
2013-03-01 01:37:47 +01:00
NeoBrainX
cbf5efe191
Some cleanups.
...
PE perf metrics officially declared unsupported for the D3D9 project (out of pure laziness, anyone who cares can implement them :P).
2013-03-01 01:31:57 +01:00
NeoBrainX
7682ed22c6
Merge branch 'master' into perfqueries.
...
Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Core/VideoCommon/VideoCommon.vcxproj.filters
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp
Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp
2013-03-01 01:07:34 +01:00
Rachel Bryk
0c16489c39
Merge branch 'VideoSoftware-savestates'
2013-02-28 13:36:29 -05:00
Jordan Woyak
6b80e6f83c
Tweak Vertex/Index buffer handling a bit.
2013-02-27 01:57:02 -06:00
Ryan Houdek
692e39d1bb
Merge branch 'arm-noglsl'
2013-02-27 02:22:08 +00:00
Jordan Woyak
a680d17eef
Buildfix.
2013-02-26 19:59:33 -06:00
Jordan Woyak
f1c990069c
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
2013-02-26 20:47:48 -05:00
Rachel Bryk
08fe3c213a
Abort loading states from incompatible graphics backends.
2013-02-26 18:28:56 -05:00
degasus
a650ae8c7b
workaround for base vertex. damn old nvidia driver
2013-02-26 23:15:55 +01:00
Ryan Houdek
717b976875
ARM Support without GLSL
2013-02-26 13:49:00 -06:00
degasus
8b7141d3de
Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer."
...
This reverts commit 380f22ca0e
.
Yeah, reverting a revert.
2013-02-26 08:57:35 +01:00
Jordan Woyak
380f22ca0e
Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.
...
This reverts commit 52dacaa3e3
.
2013-02-25 20:52:30 -06:00
Jordan Woyak
bd14ad5300
Merge branch 'master' into vertex-loader-cleanup
2013-02-25 17:55:44 -06:00
Jordan Woyak
46adbfa9ed
Merge branch 'real-wiimote-scanning'
2013-02-25 17:33:34 -06:00
degasus
d173d646de
fix last commit by neobrain
2013-02-25 16:11:24 +01:00
NeoBrainX
73a0bdd379
Build fixing.
2013-02-25 12:42:52 +00:00
NeoBrainX
1141af64f6
TextureCacheBase: Do not assume EFB copies can safely be deleted when we think they're "unused".
...
Fixes issue 6040.
2013-02-25 12:36:50 +00:00
degasus
c86b892f95
Revert "remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords"
...
This reverts commit 4653adecf1
.
Also dx9 isn't able to hanlde more than 11 varying registers.
More frustrating is the lightning issue by this commit. I don't know why it happens...
2013-02-24 20:51:44 +01:00
Jordan Woyak
52dacaa3e3
Make the posmtx vertex attribute an int instead of converting to and from a float.
2013-02-23 20:54:30 -06:00
degasus
0a05fcade4
fix glsl compilation error on intel
2013-02-22 12:19:52 +01:00
degasus
d9adc26332
real Star Fox fix
2013-02-22 12:14:39 +01:00
Jordan Woyak
86935ab4fd
forceinline IndexGenerator::WriteTriangle
2013-02-22 03:22:20 -06:00
degasus
e270c8b153
fix Star Fox
2013-02-22 09:54:19 +01:00
Jordan Woyak
d3f1bb93f2
Use DataWrite in a few more places.
2013-02-22 02:19:59 -06:00
Jordan Woyak
db1be085c2
VertexManager cleanup
2013-02-22 01:41:52 -06:00
Jordan Woyak
21bd5be753
Buffer size changes.
2013-02-21 23:12:53 -06:00
Jordan Woyak
f16dcfe6f6
Remove logic from IndexGenerator which does not seem to match that of Video Software.
2013-02-21 21:02:49 -06:00
Jordan Woyak
368c78dd5c
IndexGenerator cleanup.
2013-02-21 19:11:07 -06:00
Jordan Woyak
677c6229ad
Experimental VertexLoader cleanup!
2013-02-21 14:41:06 -06:00
Jordan Woyak
a92c93f870
Automate some calculations, with templates!
2013-02-21 13:29:05 -06:00
Jordan Woyak
7987d6babb
Use templates for 8+16 bit indexed versions of SSSE3/SSE4 TextCoord reading.
2013-02-21 12:42:09 -06:00
degasus
40e17b4cb8
add option for hacked upload and disable it by default
2013-02-21 18:18:44 +01:00
degasus
d0e8217714
remove intel pixel shader hack
...
did not work correctly and made warnings on dx11
2013-02-21 17:44:56 +01:00
degasus
c7f4d6b9ac
wrapper for s_pCurBufferPointer
2013-02-21 13:45:48 +01:00
degasus
4b4dce1bd9
build fix
2013-02-21 13:00:19 +01:00
degasus
76e6085e31
consistently usage of buffer pointers
2013-02-21 12:36:29 +01:00
degasus
a849bb5242
Merge branch 'vertexloader_cleanup' into vertex-loader-cleanup
...
Conflicts:
Source/Core/VideoCommon/Src/VertexLoader_TextCoord.cpp
2013-02-21 12:18:50 +01:00
degasus
66d0c1c301
small cleanups of s_pCurBufferPointer
2013-02-21 11:45:29 +01:00
degasus
0d33e20026
bbox: replace s_pCurBufferPointer with locale buffer, so it can be read without read from the writeonly buffer
2013-02-21 11:41:14 +01:00
degasus
7a89faf13f
converting the last vertices again instead of copying from buffer on buffer split
...
for mapping, this buffer must be write only, so we cannot copy anthing.
converting again needs more cpu, but should happen rarely
2013-02-21 11:36:10 +01:00
Jordan Woyak
dc776a19a0
Cleanup VertexLoader's Color functions a bit.
2013-02-21 02:49:17 -06:00
Jordan Woyak
660fc12927
Cleanup Position loader functions.
2013-02-21 02:19:06 -06:00
Jordan Woyak
5efdcef34a
No longer have the signed/unsigned hack I guess.
2013-02-21 00:49:47 -06:00
Jordan Woyak
3938d3713b
Fix what I broke.
2013-02-21 00:40:22 -06:00
Jordan Woyak
5b63472ad7
Templatify Normal Loader functions.
2013-02-21 00:10:06 -06:00
Jordan Woyak
5e78f8a176
Templatify TextCord Loader functions.
2013-02-20 20:43:53 -06:00
Jordan Woyak
8f256237a3
Templatify DataReader a bit.
2013-02-20 20:21:25 -06:00
skidau
36f2082a5f
Made vertex loading take constant time. Fixes a hang in Gladius.
2013-02-20 23:38:25 +11:00
Jordan Woyak
6e6d8af6dd
Revert "Don't load level 0 twice for 1-level textures in DX11." and fix it properly.
...
All backend TextureCaches now load level 0 in CreateTexture.
This reverts commit 294cb165ba
.
2013-02-20 05:42:22 -06:00
Jordan Woyak
eae20b77a8
Remove some unneeded sampler-related calls in BPStructs.
2013-02-20 02:01:54 -06:00
skidau
351c741906
Merge branch 'master' into FIFO-BP
...
# By Jordan Woyak (9) and others
* master:
Fixed a buffer overflow in the OpenAL buffer.
TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.
WII_IPC_HLE_Device_FileIO: don't rebuild the filename on every operation.
Some cleanup of CWII_IPC_HLE_Device_FileIO: The real file was never kept open for longer than a single operation so there was no point in dealing with it in DoState. Saving the real path in the savestate was also probably a bad idea. Savestates should be a bit more portable now.
Removing destination on rename when source isn't present doesn't make sense. IOCTL_RENAME_FILE still might not be totally correct.
Change some CNANDContentLoader logic to what was probably intended. Kills some warn logs when opening Dolphin.
Let's not CreateDir an empty string every time CreateFullPath is used, logging an error every time.
Fix a memleak. Probably/maybe improve USBGecko performance.
Remove the core count from the cpu info OSD message. It was often wrong and not rather important.
Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection.
Bulk send TCP data to the client with the emulated USB Gecko.
Added the ability to reverse the direction of the force feedback by allowing negative range values.
Changes/cleanup to TextureCache::Load and other mipmap related code. The significant change is what is now line 520 of TextureCacheBase.cpp: ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1) to TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
2013-02-19 23:19:29 +11:00
degasus
a629dea4dc
Merge branch 'master' into GLSL-master
...
Conflicts:
CMakeLists.txt
Source/Core/DolphinWX/Dolphin.vcxproj
Source/Core/DolphinWX/Src/GLInterface/WX.cpp
Source/Core/DolphinWX/Src/GLInterface/WX.h
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
Source/Core/VideoCommon/Src/TextureCacheBase.h
Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h
Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoDX9/Src/TextureCache.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.h
Source/Plugins/Plugin_VideoSoftware/Src/SWmain.cpp
damn mipmap_fixes ...
2013-02-18 18:49:20 +01:00
NeoBrainX
19ab5bf50d
TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.
2013-02-18 17:14:56 +01:00
degasus
4653adecf1
remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords
2013-02-17 22:37:00 +01:00
Jordan Woyak
537d5ea942
Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection.
2013-02-16 23:48:20 -06:00
Jordan Woyak
53aec6c476
Fix OGL perf queries and make them not slow!
2013-02-16 19:30:24 -06:00
skidau
0e2c3f3483
Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
2013-02-16 22:54:10 +11:00
skidau
45efced280
Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
2013-02-16 18:30:20 +11:00
Jordan Woyak
d994e56b60
Changes/cleanup to TextureCache::Load and other mipmap related code.
...
The significant change is what is now line 520 of TextureCacheBase.cpp:
((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1)
to
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
Fixes issue 5328.
Fixes issue 5461.
2013-02-15 22:56:29 -06:00
skidau
9bff8e00c8
Added preliminary support to synchronise the timing of the CPU and GPU threads. A new option has been added to the game properties for this purpose. This option may help with random freezes in Dual Core mode.
...
Fixes Gladius and Baten Kaitos: Eternal Wings and the Lost Ocean
Fixes issue 5150.
2013-02-16 12:51:09 +11:00
skidau
51795d8811
Merge branch 'master' into FIFO-BP
...
# By Jordan Woyak (24) and others
# Via Jordan Woyak (3) and others
* master: (66 commits)
Reduce some DI command delays. Fix DKCR hanging with DSP HLE. My other games continue to work.
Video_Software: Fix ZComploc option breaking stuff.
Video_Software: Fix the ZFreeze option doing nothing.
Video_Software: Toggable zfreeze and early_z support for testing.
Fix header guard and definitions not being set to 1
Add the option to turn on only the EGL interface to use desktop OpenGL with it.
Change the ugly "no banner" banner to the sexy "X" from the website.
Fix a crash in the FifoPlayer dialog.
Use different reply delays for various DI commands. Fixes issue 5983.
Revert "[bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary."
Fix some potential issues when blending on EFB formats without alpha. Clean up state transition tables.
Disable play and record buttons if an iso was selected, but is later deselected.
Disable start/play recording buttons when no iso is selected.
Only delay DI and fs IPC replies. Fixes issue 5982.
Fix compilation with SDL2. (based on a patch from matthewharveys) Fixes issue 5971.
"Fix" using SDL from externals.
Clean up SDL includes a bit. Maybe fix an SDL2 problem.
Number "unknown" axes in OSX rather than call them all "unk".
Revert "Only delay DI command replies." Fix "Wii Party" again.
Hopefully make wiimote speaker less crappy.
...
2013-02-16 11:10:03 +11:00
degasus
334bd52f2c
NaNs handling in pixel shader
2013-02-15 15:46:31 +01:00
degasus
0325e37bfb
merge glsl headers into one place
2013-02-13 21:34:48 +01:00
skidau
0cafc33eda
Moved the token update to the CPU thread.
2013-02-10 18:24:30 +11:00
skidau
5f672baca3
Used Atomic functions to update variables shared between the CPU and GPU threads.
...
Changed the variables from bool to u32 to match the atomic functions.
2013-02-09 17:46:48 +11:00
Jordan Woyak
8ce58759e3
Remove some old nonsense.
2013-02-07 23:52:50 -06:00
NeoBrainX
ed0abc9dc5
Merge branch 'mipmap_fixes'.
2013-02-07 20:40:33 +01:00
NeoBrainX
6870c1fdd5
Fix some potential issues when blending on EFB formats without alpha.
...
Clean up state transition tables.
2013-02-07 18:01:24 +01:00
degasus
10567cb23f
always write to uv coords
2013-02-07 13:23:20 +01:00
degasus
dae1226e1b
workaround for division by zero on fog calculation
2013-02-07 02:21:30 +01:00
degasus
e7a8d3f854
check for GL_ARB_sync, it's in ogl 3.2
2013-02-06 01:05:19 +01:00
degasus
f677b8cba3
update to glew1.9, win binaries also from official release
2013-02-04 21:11:12 +01:00
skidau
2c8c8db731
Used AtomicStore to write to the signal interrupts.
2013-02-03 23:52:18 +11:00
skidau
9a4e9da7c2
Set the token and finish interrupt signal from the video thread. This fixes the inconsistent state caused by lag from the scheduler. Fixes Rayman 3: Hoodlum Havoc and Shamu's Deep Sea Adventures.
...
Fixes issue 5401.
Fixes issue 5589.
2013-02-03 18:05:46 +11:00
skidau
867bfaa696
Changed cmdidle to match the isGpuReadingData flag. Fixes the random freezes in The Last Story.
2013-02-02 20:50:40 +11:00
Jordan Woyak
0e04e0c305
Fix some shadowing warnings.
2013-01-29 16:43:22 -06:00
NeoBrainX
76148a52b8
Fix a few other things
2013-01-28 22:51:15 +01:00
NeoBrainX
9f1582843d
PixelShaderManager: Reduce number of redundant shader constant updates
2013-01-28 22:15:23 +01:00
NeoBrainX
0fdeb81038
Add some code for generating a shader constant usage profile.
2013-01-28 22:15:23 +01:00
NeoBrainX
700cce9588
More work on making new pixel shader uids work
2013-01-28 22:10:07 +01:00
NeoBrainX
67be1e939a
PixelShaderGen: Some more work...
2013-01-28 21:59:49 +01:00
NeoBrainX
8902c6e38b
Some cleanups, add more fields to pixel shader uid.
2013-01-28 21:56:27 +01:00
NeoBrainX
b519d37128
Move new lighting shader uids to LightingShaderGen.h
2013-01-28 21:52:03 +01:00
NeoBrainX
dc0f470215
Added new shader cache uids for pixel shader gen.
2013-01-28 21:44:39 +01:00
NeoBrainX
3c8df842bb
Moved some of the new shader uid stuff to a common header file.
2013-01-28 21:05:29 +01:00
NeoBrainX
ca0e292dd4
Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
...
Currently used in the vertex shader only (had to fork lighting shaders for now).
2013-01-28 21:05:29 +01:00
degasus
c5fa3e0f3d
move RestoreAPIState and ResetAPIState into backends
...
it's a backend specific hack, so it should be here
should give a small speedup in dx11 efb2tex
2013-01-28 18:16:03 +01:00
Lioncash
efe8c75424
Duplicate condition fix.
...
Thanks j4ck.fr0st
2013-01-25 21:30:29 -05:00
skidau
1b6240f7f9
Changed cmdidle to be idle on breakpoint.
...
Added low watermark interrupts generated by the gather pipe.
Fixes Gladius from not booting.
Fixes issue 5518.
2013-01-25 20:04:31 +11:00
degasus
e0ffdda26e
Merge branch 'immediate-removal' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
2013-01-24 16:58:28 +01:00
degasus
d60cc373d1
Revert "Revert 30dd9c2
e9d00bf
db5f4c8
and bff0fae"
...
This reverts commit d0301ca89d
.
Conflicts:
.gitignore
2013-01-24 16:11:07 +01:00
lioncash
2db0c4270e
Fix a potential memory leak on non-windows systems.
...
Also added a FIXME to BPStructs.cpp and BPMemLoader.cpp
2013-01-24 08:21:08 -05:00
degasus
f69b6b595e
change projection_type to u32
...
Fix issue 5740
thx @ erwan_taf for debuging all the week
2013-01-24 13:10:13 +01:00
degasus
d5748ebaef
fix small dx9 slowdown
2013-01-22 10:49:46 +01:00
degasus
6afc30240a
partial revert of 8a6f747408
...
texture_rect isn't in core 3.0, so the long texture function must be used
2013-01-22 00:18:42 +01:00
NeoBrainX
6c0f6ffecf
Fix a dumb regression from revision 4925a28f94
.
2013-01-19 22:40:20 +01:00
degasus
8a6f747408
glsl: remove usage of old texture2D* function
2013-01-19 11:07:06 +01:00
degasus
e7d5b274c0
add stage parameter for texture load, so ogl can bind to the correct sampler
2013-01-19 00:47:48 +01:00
degasus
074f73c641
move utils texture to sampler 8+9
...
rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
2013-01-19 00:39:31 +01:00
degasus
714ff50fdf
set blending if dual source might be triggered
2013-01-18 00:44:35 +01:00
lioncash
0ef3bd9c77
Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
...
Turns out I was wrong in my previous commit. My bad.
This reverts commit 8743166663
.
2013-01-16 15:46:11 -05:00
lioncash
8743166663
Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
...
This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
lioncash
ddf23094c2
Fix two unsigned/signed mismatch warnings.
2013-01-15 21:15:31 -05:00
Ryan Houdek
9165ac5a67
Fix clipPos not being declared in DX backends.
2013-01-15 10:48:01 -06:00
degasus
ff889c0e65
use attrib pointers in nativeVertexFormat
2013-01-14 22:59:08 +01:00
degasus
2f78986e2c
Merge branch 'Graphic_Update' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
degasus
5fe3def64c
videoConfig cleanup
2013-01-14 20:00:33 +01:00
degasus
4c2dd093a3
fix d3d error
2013-01-14 19:17:07 +01:00
degasus
b18c0a5d1b
remove ubo for efb2ram
2013-01-14 12:37:31 +01:00
NeoBrainX
f7b0c8684b
BPMemory: Expose more register descriptions for FifoPlayer
2013-01-12 15:25:50 +01:00
Glenn Rice
2cd415dd83
Fix the signed/unsigned comparison warnings created by a recent commit.
2013-01-11 22:00:36 -06:00
Lioncash
dfc0c4b08d
Fix two signed/unsigned mismatch warnings.
...
Also tidied up SDCardUtil - made the variables make more sense (typewise)
2013-01-11 19:38:04 -05:00
NeoBrainX
ad05d568b9
PixelShaderGen: Change error strings to be unique so that we can identify unexpected behavior more easily.
2013-01-11 15:49:20 +01:00
degasus
60b8e4fb1c
vertex shader for texture converter
2013-01-11 11:59:42 +01:00
Lioncash
f21f097e7a
Redundant line of code in VertexShaderManager::Dirty()
...
Also cleaned it up.
2013-01-10 21:44:12 -05:00
NeoBrainX
e7c883d6be
VideoCommon: Implement proper RGBA8 texture loading from tmem.
2013-01-10 18:30:22 +01:00
NeoBrainX
304814e7cc
Video_Software: Implement proper RGBA8 texture loading from tmem.
...
For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
2013-01-10 18:30:16 +01:00
degasus
bff02b3b73
Merge branch 'arb_framebuffer' into GLSL-master
...
Conflicts:
Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2013-01-09 11:00:26 +01:00
Lioncash
d9ea718559
Fix an issue where an iterator would become invalidated in TextureCache::ClearRenderTargets()
2013-01-08 23:46:30 -05:00
NeoBrainX
d3882771aa
Fix an assert that had been wrong for ages, apparently.
2013-01-08 18:56:01 +01:00
NeoBrainX
4925a28f94
PixelShaderGen: Shader uid maintainance
2013-01-08 18:56:01 +01:00
NeoBrainX
be706a3977
Disable color writing when alpha test always fails.
2013-01-08 18:56:01 +01:00
NeoBrainX
d26bcb0847
Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff
2013-01-08 18:56:01 +01:00
NeoBrainX
c80f6e8b84
Reword a comment about early_ztest a bit.
2013-01-08 18:55:45 +01:00
NeoBrainX
b06f30f845
Remove the per pixel depth option.
...
Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
NeoBrainX
876eee5e60
PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing).
2013-01-08 18:16:48 +01:00
NeoBrainX
09197e0ffc
X11: Disable OSD hotkeys when the corresponding option is disabled.
2013-01-08 18:16:47 +01:00
Ryan Houdek
446d9279b1
Fix clearing of render targets. We were skipping every other one.
2013-01-08 11:14:53 -06:00
Ryan Houdek
d0301ca89d
Revert 30dd9c2
e9d00bf
db5f4c8
and bff0fae
2013-01-07 13:47:34 -06:00
degasus
b38b62afc6
remove glsl binding support. convert every shader to version 130
2013-01-02 16:56:08 +01:00
Ryan Houdek
ff3b22e1ff
Clear up some warnings that crop up from -Wextra
2012-12-30 03:28:50 -06:00
Ryan Houdek
e5d5365bac
Fix the last few warnings in Dolphin on my system.
2012-12-30 02:34:14 -06:00
Ryan Houdek
ba6564b0b5
Missed a write to depth before discard in PreAlphaTest
2012-12-28 14:48:04 -06:00
Ryan Houdek
9e76a457ff
Beautify the generate pixel shader code
2012-12-28 14:18:39 -06:00
Ryan Houdek
76fc1fe95a
This discard was missing in the alpha pretest area.
2012-12-28 12:18:34 -06:00
Ryan Houdek
3eeebcae45
Another small bit of cleanup as I'm reading it
2012-12-28 12:05:43 -06:00
Ryan Houdek
a25a00640e
Very small cleanup in PixelShaderGen
2012-12-28 11:49:21 -06:00