Commit Graph

4406 Commits

Author SHA1 Message Date
Léo Lam aa5cb35c86
Merge pull request #10143 from Pokechu22/png-compression-level
Add option for setting the PNG zlib compression level
2021-11-23 16:40:34 +01:00
unknown f43122cd8a Trust MacOS not to crash during shader pre-compilation 2021-11-22 15:32:28 +01:00
DevJPM 613c4563c2 VideoCommon: Gate Multi-Threaded Shader Pre-Compilation behind a bug entry 2021-11-22 09:34:28 +01:00
DevJPM 61cfd8696e Fix CPU Core Count detection and Enable Parallel Shader Compilation
This does this following things:

- Default to the runtime automatic number of threads for pre-compiling shaders
- Adds a distinct automatic thread count computation for pre-compilation  (which has less other things going on
and should scale better beyond 4 cores)
- Removes the unused logical_core_count field from the CPU detection
- Changes the semantics of num_cores from maximaum addressable number of cores to actually available CPU cores
(which is also how it was actually used)
- Updates the computation of the HTT flag now that AMD no longer lies about it for its Zen processors
- Background shader compilation is *not* enabled by default
2021-11-20 16:08:10 +01:00
JMC47 dbaebdc585
Merge pull request #10222 from phire/fix-copy-filter-clamping
Fix copy filter clamping
2021-11-18 17:48:33 -05:00
Pokechu22 94ccf765af Add option for setting the PNG zlib compression level 2021-11-18 13:10:22 -08:00
Pokechu22 1adff1c467 VideoCommon: Skip textureQueryLevels if it doesn't exist 2021-11-17 21:28:39 -08:00
Pokechu22 bdcfb31187 VideoCommon: Handle custom texture sizes correctly
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke.  That can happen with custom textures, and also with scaled EFB copies at non-native IRs.  It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly).  The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
Pokechu22 93eea7cb13 VideoCommon: Add option to use old behavior (Fast Texture Sampling)
Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:27:32 -08:00
Pokechu22 ee80298ca4 VideoCommon: Implement diagonal LOD
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`.  However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
Pokechu22 51e3334526 VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible 2021-11-17 20:04:34 -08:00
Pokechu22 ddf2691395 VideoCommon: Manually handle texture wrapping and sampling 2021-11-17 20:04:34 -08:00
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22 9ef228503a VideoCommon: Provide raw texdims to shaders 2021-11-17 20:04:34 -08:00
Pokechu22 a273b65566 RenderState: Use operator== for operator!= and adjust constructors 2021-11-17 20:04:34 -08:00
Pokechu22 6236a0d494 Eliminate SamplerCommon 2021-11-17 20:04:34 -08:00
Pokechu22 3096f77ba0 Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
This was added in 0b9a72a62d but became irrelevant in 70f9fc4e75 as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
Pokechu22 d2041b4c2a VideoCommon: Add signed version of BitfieldExtract 2021-11-17 20:04:33 -08:00
Pokechu22 555a93057c VideoCommon: Allow BitfieldExtract in specialized shaders 2021-11-17 20:04:33 -08:00
Scott Mansell 7128befb39 Fix copy filter clamping regression in Spyro
This fixes horizontal lines in the bloom effect of Spyro: A Hero's Tail,
which is a regression caused by PR #10204

Screenshot of regression:
https://user-images.githubusercontent.com/138484/142030503-90fcd8d5-63d3-4820-874a-72e9be0c4768.png

Fixed:
https://user-images.githubusercontent.com/138484/142031598-b85ff55c-1302-4e4d-bcb2-57848974056b.png

Spyro uses an 640x80 pixel sub-buffer within the EFB to calculate
it's bloom effects, which it places below the main 640x448 buffer.

EFB layout:
https://user-images.githubusercontent.com/138484/142030573-e933b6ae-c37e-4be6-86d4-0bc779b92535.png
Note: Colors are wrong because the main color buffer uses RGBA6,
      while the bloom is calculated in RGB8

This allows it to do bloom without backing up part of the EFB to
main memory, as most games do.

But, since some of the sub-buffers used in the bloom effect are taller
than 80 pixels, they need to be sliced up into smaller sub, sub buffers
which get combined later when copied to main memory.

At one point, a 320x224 buffer is broken up into 320x80, 320x64 and
320x80 slices. These are copied out with the copy filter set to a
vertical blur.

Because there was an off-by-one errror in the clamping coordinates,
the bottom line of the color buffer would be blurred into
the top of each slice.

Final combined EFB copy:
https://user-images.githubusercontent.com/138484/142031360-2c076839-7c96-4b3b-a093-d899d0a2c7ae.png

Fixed version:
https://user-images.githubusercontent.com/138484/142031370-72e41a35-3b3e-4662-a483-79203e357ecc.png

Before #10204 the copy filter wasn't enabled for efb copies, and most
other games don't do this type of slicing.

FIFO CI shows that a few other games are effected, it's always just a minor difference to the top line where there was previously a slight hint of garbage.
2021-11-17 06:12:46 +13:00
Pokechu22 868de78f16 VideoCommon: Use the copy filter for EFB copies as well as XFB copies
This fixes the pink screens in EA Sports Active.  See https://gist.github.com/Pokechu22/49455f9094ed0ff017da64e3f7aa0404 for details.
2021-11-11 17:22:50 -08:00
Mai M 6c72e6814d
Merge pull request #10169 from leoetlino/fmt-localtime
Use fmt::localtime instead of thread-unsafe std::localtime
2021-11-07 00:08:14 -04:00
Emmanuel Gil Peyrot 5a1333026b VideoCommon: Add missing algorithm include for std::none_of
Otherwise this is an error on gcc/libstdc++, and there are no transitive
includes for this header.
2021-11-02 13:50:21 +01:00
Emmanuel Gil Peyrot 7590f07b80 FrameDump: Remove deprecated call to av_init_packet()
This function was deprecated in ffmpeg in January[1], while its
replacement got introduced in 2015[2], so now might be the time to start
using it in Dolphin. :)

[1] f7db77bd87
[2] a9a6010637
2021-11-02 13:50:21 +01:00
Emmanuel Gil Peyrot 25b136ac17 VideoCommon: Fix a -Wclass-memaccess in gcc 11 2021-11-02 13:50:21 +01:00
Pokechu22 db54e4f2b0 Externals: Update imgui to 1.85 2021-10-26 15:07:57 -07:00
Léo Lam fd7df2ccae
Use fmt::localtime instead of thread-unsafe std::localtime
fmt::localtime is also less awkward to use compared to std::localtime.
2021-10-15 22:49:13 +02:00
Pokechu22 a372a5947b VideoCommon: Fix color channel logic when per-pixel lighting is in use
This was broken in #10012 (specifically by 06579e4d53 and c3dec34391).
2021-10-13 20:43:32 -07:00
Pokechu22 78bfd25964 Fix all uninitialized variable warnings (C26495) 2021-10-13 12:32:16 -07:00
Scott Mansell edb66dab84 TextureCache: Remove deleted textures from bound_textures
Fixes issue where vulkan might crash trying to bind a deleted
texture.
2021-10-12 15:51:24 +13:00
Scott Mansell d771bee0fe TMEM: Add some helpful comments 2021-10-12 15:51:24 +13:00
Scott Mansell a33cf27885 TMEM: Handle savestate and init 2021-10-12 15:51:24 +13:00
Scott Mansell 88bd10cd30 Extend TMEM cache implementation
Now works with games that deliberately avoid invalidating TMEM because
they know textures are too large to fit:

 * Sonic Riders
 * Metal Arms: Glitch in the System
 * Godzilla: Destroy All Monsters Melee
 * NHL Slapshot
 * Tak and the Power of Juju
 * Night at the Museum: Battle of the Smithsonian
 * 428: Fūsa Sareta Shibuya de
2021-10-12 15:51:24 +13:00
Scott Mansell 5a8455e8ce BoundingBox: Add missing include 2021-10-10 13:21:31 +13:00
Scott Mansell 9fa26624b0 BPMemory: Refactor/consolidate TexUnit Addressing
Currently the logic for addressing the individual TexUnits is splattered all
across dolphin's codebase, this commit attempts to consolidate it all into a
single place and formalise it using our new TexUnitAddress struct.
2021-10-10 09:09:43 +13:00
Scott Mansell ef0e401708 BPMem: Abstract TexUnit Addressing into struct
The addressing of the texture units is a bit non-obvious.
This struct abstracts the complexity away.
2021-10-10 09:01:57 +13:00
iwubcode 514475646d VideoCommon: update Free Look camera's 'FieldOfView' function to 'FieldOfViewMultiplier' to better reflect usage 2021-10-08 18:17:20 -05:00
iwubcode aa07fde8a0 VideoCommon: update fov multiplier variables and add constant variables for defaults to the Free Look camera 2021-10-08 18:17:20 -05:00
iwubcode e70157474b Core / VideoCommon: refactor FreeLookCamera to have the underlying controller handle all the logic (field-of-view, movement, etc) 2021-10-08 18:16:32 -05:00
Léo Lam ff1cb5a1c0
Merge pull request #9803 from Techjar/bbox-videocommon
VideoCommon: Abstract bounding box
2021-10-08 22:24:38 +02:00
nonoteal 90437d1574 Change how FFmpeg is imported for Apple computers.
Imports Apple libraries and also pulls swresample in, so when compiling Dolphin doesn't throw undefined symbols.
2021-10-06 18:11:32 -10:00
Techjar 1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
Shawn Hoffman e11fdaabf1 fix unused variable warning 2021-09-30 14:27:53 -04:00
sowens99 30dcac15fa RenderBase: Show input count on m_ShowFrameCount
Just to stay consistent, I believe it is best to show total input polls alongside the framecount.
2021-09-29 14:36:09 -04:00
Scott Mansell a47b91e946
Merge pull request #9945 from OatmealDome/intel-broken-discard
DriverDetails: Add broken dual source blending bug to MoltenVK on Intel GPUs
2021-09-30 06:04:06 +13:00
sowens99 53ca2ec274 RenderBase: show total framecount on movie playback
Previously, when playing back a movie, you could not see the total frame count of a movie, only the total number of input polls.

This change simply shows the total frame count on movie playback.

Note that this change also results in the framecount and framecount total ALWAYS being displayed if show_movie_window is true, regardless of whether or not m_ShowFrameCount is true. I believe this is fine, as TASers are much more likely to reference the framecount than the input poll count.
2021-09-28 22:15:25 -04:00
OatmealDome a256c11d2f DriverDetails: Add broken dual source blending bug to MoltenVK on Intel GPUs 2021-09-20 19:14:41 -04:00
Scott Mansell ce80a96aee BPStructs: ensure side effects are same
Missed this side effect when fixing crash in Mario Kart Wii wifi
2021-09-18 23:58:24 +12:00
OatmealDome 7e8f5208fe VulkanContext: Disable subgroup reduction on macOS with AMD GPUs 2021-09-16 23:32:10 -04:00
Scott Mansell 7c7609f5b9 BPStructs: Ignore malformed efb copies 2021-09-17 12:42:23 +12:00
Scott Mansell eb8bfabdfd BPStructs: make copy width/height const 2021-09-15 11:54:40 +12:00
Scott Mansell 37b80e2170 BPStructs: fix out-of-range EFB copy clamping
Previous code from #7950 only clamps correctly when the efb copies
left and top coordinates are (0, 0)

Now we should handle all situations.

Spyro: A hero's tail is an example of a game that does an oversized
EFB copy with a non-zero origin.
2021-09-15 02:31:38 +12:00
JMC47 05f86b9f5b
Merge pull request #10012 from Pokechu22/thps4-green-sky
UberShaderVertex: Fix Tony Hawk Pro Skater 4
2021-09-09 17:58:35 -04:00
Pokechu22 52c82733f6 Use custom isnan implementation to avoid HLSL optimizer issues
This adjusts the NaN replacement logic introduced in #9928 to work around the HLSL compiler optimizing away calls to isnan, which caused that functionality to not work with ubershaders on D3D11 and D3D12 (it did work with specialized shaders, despite a warning being logged for both; that warning is also now gone).  Note that the `D3DCOMPILE_IEEE_STRICTNESS` flag did not solve this issue, despite the warning suggesting that it might.

Suggested by @kayru and @jamiehayes.
2021-09-07 19:04:40 -07:00
Lioncash f36fd5fa39 BPMemory: Make ZTexOp enum an enum class
Avoids placing generic names in the surrounding namespace.
2021-09-01 18:23:22 -04:00
iwubcode 1f2f505373 VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc 2021-08-30 13:47:48 -05:00
Pokechu22 c3dec34391 UberShaderVertex: Simplify color channel logic 2021-08-18 10:40:54 -07:00
Pokechu22 06579e4d53 VertexShaderGen: Simplify color channel logic 2021-08-18 10:40:54 -07:00
Pokechu22 2519d14e36 UberShaderVertex: Fix Tony Hawk Pro Skater 4
Fixes https://bugs.dolphin-emu.org/issues/12620

The changed code did not match the corresponding code in VertexShaderGen.  Some parts of the sky have 2 color channels in each vertex, while others only have 1, despite only color channel 0 being used and XFMEM_SETNUMCHAN being set to 1 for both of them.  The old code (from #4601) caused channel 0 to be set to channel 1 if the vertex contained both color channels but the number of channels was set to 1, which is wrong.
2021-08-18 10:40:53 -07:00
Tillmann Karras f9d2d42a4c VideoCommon: report games that set bits in XFMEM_CLIPDISABLE
The SDK only exposes the lowest bit. The Nintendo Channel intro is currently
broken because we don't implement this (see issue 12562).
2021-08-15 04:41:49 +01:00
JosJuice c79757618d
Merge pull request #9993 from Techjar/late-vi-output
VI: Implement post-scanout XFB output
2021-08-07 12:41:59 +02:00
Techjar 797d0b7b1b VI: Implement post-scanout XFB output
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.

This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
2021-08-03 23:37:50 -04:00
Léo Lam c9c5f7a89c
Merge pull request #9928 from Pokechu22/shadow-the-hedgehog-eyelids-NaN
Convert NaN to 1 when generating texture coordinates
2021-08-04 03:08:34 +02:00
Léo Lam 35bf5e3839
Merge pull request #9962 from OatmealDome/macos-vulkan-default
VideoBackendBase: Prefer Vulkan over OGL on macOS Mojave and newer
2021-08-02 03:39:12 +02:00
Pokechu22 f46fe77264 GeometryShaderGen: Rename ApiType to api_type 2021-08-01 15:17:21 -07:00
Pokechu22 3b752c4d5d UberShaderPixel: Rename ApiType to api_type 2021-08-01 15:09:20 -07:00
Pokechu22 b6d2938731 Recompile shaders when 'Enable API Validation Layers' is toggled 2021-07-28 21:35:36 -07:00
Pokechu22 eb81968fe6 Convert ShaderHostConfig to BitField 2021-07-28 21:35:36 -07:00
Pokechu22 1640fa9096 Remove note about anisotropic filtering requiring edge LOD
This was added because YAGCD's info on MAXANISO (near TX_SETMODE0 in Section 5.11.1) claims it's the case, but Extrems says it does work.  I haven't tested anything myself, and dolphin still does not actually implement anisotropic filtering based on this field.
2021-07-27 19:33:31 -07:00
OatmealDome 46e331d000 VideoBackendBase: Prefer Vulkan over OGL on macOS Mojave and newer 2021-07-25 19:21:06 -04:00
Pokechu22 3a4d8379bf Convert NaN to 1 when generating texture coordinates
This fixes eyelids in Shadow the Hedgehog during cutscenes (https://bugs.dolphin-emu.org/issues/11458)
2021-07-24 22:20:35 -07:00
Pokechu22 19332575aa WrapMode=3 behaves the same as Clamp 2021-07-20 19:23:23 -07:00
JosJuice 92fc4f1eca PixelShaderGen: Fix OpenGL ES bounding box compilation error 2021-07-20 11:39:32 +02:00
Techjar 5e0520b6e0 VideoCommon: Expand vector comparisons instead of overloading any()
For whatever stupid reason, Mali drivers do not allow overloading
built-in functions.
2021-07-20 05:24:47 -04:00
Tillmann Karras c948d7f436 PostProcessing: fix link error when switching shaders
Switching to a post-processing shader with different configuration options will
change the UBO, so we need to recompile the vertex shader as well.
2021-07-18 04:08:48 +01:00
Connor McLaughlin 9b17805be9
Merge pull request #9881 from blaahaj/postprocessing-fix
PostProcessing: Fix OpenGL UBO linking with configuration options
2021-07-14 13:14:17 +10:00
Markus Wick edc4396603
Merge pull request #9888 from JosJuice/jitarm64-logicalimm-everywhere
JitArm64: Stop using hand-encoded logical immediates
2021-07-12 23:03:31 +02:00
JosJuice 8af5095ff4 JitArm64: Stop using hand-encoded logical immediates 2021-07-12 22:25:49 +02:00
CrystalGamma beb6ec0569 VideoCommon: fix generic build
On x86/ARM Common/Assert.h is included by way of
VideoCommon/VertexLoader{X64,ARM64}.h, on other platforms it is missing.
2021-07-12 04:30:43 +02:00
Pokechu22 b880be0aa5 Use separate fmt::formatters for each indirect matrix column
This also fixes a bug where the float version of row 1 actually showed row 0 again.
2021-07-11 15:01:42 -07:00
Pokechu22 f467c02d1a Ignore the top bit of the indirect texture matrix scale
This fixes the Zora eye coloration in Twilight Princess.
2021-07-11 15:01:37 -07:00
Tilka 20a8e9c872
Merge pull request #9876 from Pokechu22/skyward-sword-map
Fix indirect textures when format is not ITF_8
2021-07-11 22:59:23 +01:00
JosJuice 9e80db123f JitArm64: Encode logical immediates at compile-time where possible
Manually encoding and decoding logical immediates is error-prone.
Using ORRI2R and friends lets us avoid doing the work manually,
but in exchange, there is a runtime performance penalty. It's
probably rather small, but still, it would be nice if we could
let the compiler do the work at compile-time. And that's exactly
what this commit does, so now I have no excuse for trying to
manually write logical immediates anymore.
2021-07-10 20:43:59 +02:00
Pokechu22 a379456f38 Fix indentation for alphabump 2021-07-08 15:48:14 -07:00
Pokechu22 2feced2e33 Fix indirect textures when format is not ITF_8 2021-07-08 15:48:14 -07:00
blåhaj debeb09dee PostProcessing: Fix OpenGL UBO linking with configuration options 2021-07-07 21:28:22 +02:00
Léo Lam 56fdde5d74
Merge pull request #9595 from Dentomologist/fix_vertex_loader_test_warnings
VertexLoaderTest: Fix memset assignment warning
2021-07-06 11:50:23 +02:00
Mai M ffdc8538a1
Merge pull request #9862 from delroth/spdx-tags
Use SPDX for Dolphin licensing info
2021-07-06 01:02:57 -04:00
JMC47 6cc195e02f
Merge pull request #9640 from v1993/patch-1
Allow post-processing shaders to query reciprocal of window resolution
2021-07-05 16:30:54 -04:00
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Léo Lam a632a6a404
Merge pull request #9833 from Pokechu22/ubershaders-tevcoord
UberShaderPixel: always set tevcoord, even if the stage has no texture
2021-06-24 01:05:17 +02:00
Léo Lam b66e88e4b9
Merge pull request #9837 from AdmiralCurtiss/mysterious-voodoo-performance-fix
VideoCommon/Fifo: Move SConfig::GetInstance() outside the GPU loop.
2021-06-24 00:41:43 +02:00
JMC47 95ecb73b11
Merge pull request #9826 from Techjar/fix-tmem-mips
VideoCommon/TextureInfo: Fix mipmap loading from tmem
2021-06-23 18:21:55 -04:00
Admiral H. Curtiss 1183fb3d2d VideoCommon/Fifo: Move SConfig::GetInstance() outside the GPU loop. 2021-06-23 23:52:26 +02:00
Pokechu22 2f1726e3f3 UberShaderPixel: always set tevcoord, even if the stage has no texture
This fixes NES game graphics when UberShaders are in use.
2021-06-21 13:01:25 -07:00
Techjar 2d59dcb95d VideoCommon/TextureInfo: Fix mipmap loading from tmem
Even address needs to be offset to the first mipmap entry.
2021-06-20 16:49:39 -04:00
iwubcode df53a5f880 VideoCommon: enhance hi res texture support by having exact matches be picked before wildcard matches. Additionally, add the ability to ignore the texture hash portion of the texture name when loading a hi res texture 2021-06-19 21:15:38 -05:00
iwubcode 8fb0f91331 VideoCommon: split the texture hash from the base name when generating the texture name 2021-06-19 21:15:38 -05:00
Techjar 3da0976a81 VideoCommon: Define scalar any() and all() functions in GLSL
This fixes bounding box shaders failing to compile under Vulkan, due to
differences between GLSL and HLSL in the return value of vector
comparisons and what types these functions accept. I included all() for
the sake of completeness.
2021-06-13 04:50:35 -04:00
JMC47 0c6e00ce0c
Merge pull request #9801 from Techjar/bbox-rounding-hack
VideoCommon: Only include centered pixels in bounding box
2021-06-11 00:41:11 -04:00
Techjar b267f54259 VideoCommon: Only include centered pixels in bounding box
At higher resolutions, our bounding box dimensions end up being
slightly larger than original hardware in some cases. This is not
necessarily wrong, it's just an artifact of rendering at a higher
resolution, due to bringing out detail that wouldn't have appeared on
original hardware. It causes a texel to fall partially on what would
have been a single pixel at native resolution, resulting in the
coordinates getting bumped up to the next valid value. In many cases,
these slightly larger bounding boxes are perfectly fine, as games don't
hard-code expected dimensions. It is problematic in Paper Mario TTYD
though, for a somewhat complicated reason.

Paper Mario TTYD frequently uses EFB copies to pre-render a bunch of
animation frames for a character sprite (especially in Chapter 2), so
that it can then render 100 or more of them without bringing the
GameCube to its knees. Based on my observation, the game seems to set
aside a region of memory to store these EFB copies. This region is
obviously fairly small, as the GameCube only has 24MB of RAM. There are
2 rooms in Chapter 2 where you fight a horde of as many as 100 Jabbies,
which are also rendered using EFB copies, so in this room the game ends
up making 130(!) EFB copies just for Puni and Jabbi sprites. This seems
to nearly fill the region of memory it set aside for them.
Unfortunately, our slightly larger bounding boxes at higher resolutions
results in overflowing this memory, causing very strange behavior. Some
EFB copies partially overlap game state, resulting in reading it as a
garbage RGB5A3 texture that constantly changes. Others apparently
somehow trigger a corner case in our persistent buffer mapping, causing
them to partially overwrite earlier EFB copies.

What this change does is only include the screen coordinates that align
with the equivalent native resolution pixel centers, which generally
results in the bounding boxes being more in line with original
hardware. It isn't perfect, but it's enough to fix Paper Mario TTYD's
Jabbi rooms by avoiding the buffer overflow. Notably, it is more
accurate at odd resolutions than at even resolutions. Native resolution
is completely unaffected by this change, as should be the case. This
change may also have a small positive impact on shader performance at
higher resolutions, as there will be less atomic operations performed.
2021-06-10 21:49:52 -04:00
Pokechu22 1500a0119b Eliminate TVtxDesc.GetLegacyHex 2021-06-09 20:50:50 -07:00
Pokechu22 820d9ffbfa Remove PixelShaderGen hasindstage 2021-06-09 20:50:49 -07:00
Pokechu22 c583cac568 Hack to hide debug cubes in Super Mario Sunshine
... while not breaking other games.
2021-06-09 20:50:49 -07:00
Connor McLaughlin c729852d72
Merge pull request #9782 from Techjar/bbox-ogl-upsidedown-fix
VideoCommon: Perform OpenGL bounding box inversion in pixel shader
2021-06-08 13:24:03 +10:00
Léo Lam 5e371bb4be
Merge pull request #9792 from sepalani/lint
Lint: End of namespace
2021-06-07 12:16:08 +02:00
Sepalani ce8004c9c1 Lint: End of namespace 2021-06-07 12:55:52 +04:00
Techjar 4866002c9b VideoCommon: Perform OpenGL bounding box inversion in pixel shader
Running the min/max operation on the upside down, quad-rounded pixel
coordinates before inverting them to the standard upper-left origin
produces wrong results. Therefore, we need to do the inversion before
rounding to pixel quads.
2021-06-06 20:55:06 -04:00
Techjar 83d55704aa VideoCommon: Round bounding box coordinates down and remove pixel center offset
Fragment coordinates always have a 0.5 offset from a whole integer, as
that's where the pixel center is on modern GPUs. Therefore, we want to
always round the fragment coordinates down for bounding box
calculations. This also renders the pixel center offset useless, as 0.5
vs ~0.5833333 makes no difference when rounding down.
2021-06-05 00:34:10 -04:00
JMC47 a12865570d
Merge pull request #9764 from Pokechu22/amd-opengl-bbox-fix
VideoCommon: Fix bounding box on AMD/OpenGL/Windows
2021-06-01 19:55:54 -04:00
Techjar 8cfe49295f VideoCommon: Add fallback handling for bounding box when disabled or unsupported
The SDK seems to write "default" bounding box values before every draw
(1023 0 1023 0 are the only values encountered so far, which happen to
be the extents allowed by the BP registers) to reset the registers for
comparison in the pixel engine, and presumably to detect whether GX has
updated the registers with real values. Handling these writes and
returning them on read when bounding box emulation is disabled or
unsupported, even without computing real values from rendering, seems
to prevent games from corrupting memory or crashing.

This obviously does not fix any effects that rely on bounding box
emulation, but having the game not clobber its own code/data or just
outright crash is a definite improvement.
2021-05-31 19:56:24 -04:00
Pokechu22 c58837964f VideoCommon: Fix bounding box on AMD/OpenGL/Windows
Co-authored-by: Techjar <tecknojar@gmail.com>
2021-05-31 16:22:50 -07:00
Techjar 2f1b639f0a VideoCommon: Restore BBox* forwarding functions 2021-05-31 18:01:47 -04:00
Tillmann Karras faec77a971 Fix -Wreorder warnings 2021-05-30 17:10:20 +01:00
Techjar a24e78b3cf VideoCommon: Remove BBox* forwarding functions 2021-05-29 01:45:21 -04:00
Techjar e4aef0a85b VideoCommon: Move bounding box pixel quads rounding to shader
This avoids rounding values that the game writes to the bounding box
registers, especially the default values.
2021-05-28 23:30:22 -04:00
Pokechu22 5928182a4c Skip indirect operation for out of bounds indirect stages
This fixes rendering issues in Viewtiful Joe (https://bugs.dolphin-emu.org/issues/12525), but it is not entirely hardware accurate, as hardware testing showed other, more complex behavior in this case.  However, it should be good enough for our purposes.
2021-05-27 22:13:42 -07:00
Léo Lam 51671921c4
Merge pull request #9441 from skylersaleh/master
Apple M1 Support for MacOS
2021-05-24 12:39:01 +02:00
Mai M 95aadff0e7
Merge pull request #9737 from Techjar/fix-textureinfo-hasmips
VideoCommon/TextureInfo: Restore old mipmap detection logic
2021-05-22 19:39:52 -04:00
Skyler Saleh 76ed9310f2 Apple M1: RAII Wrapper for JITPageWrite*Execute*()
Added RAII wrapper around the the JITPageWriteEnableExecuteDisable() and
JITPageWriteDisableExecuteEnable() to make it so that it is harder to forget to
pair the calls in all code branches as suggested by leoetlino.
2021-05-22 15:25:18 -07:00
Skyler Saleh 4ecb3084b7 Apple M1 Support for MacOS
This commit adds support for compiling Dolphin for ARM on MacOS so that it can
run natively on the M1 processors without running through Rosseta2 emulation
providing a 30-50% performance speedup and less hitches from Rosseta2.

It consists of several key changes:

- Adding support for W^X allocation(MAP_JIT) for the ARM JIT
- Adding the machine context and config info to identify the M1 processor
- Additions to the build system and docs to support building universal binaries
- Adding code signing entitlements to access the MAP_JIT functionality
- Updating the MoltenVK libvulkan.dylib to a newer version with M1 support
2021-05-22 15:25:17 -07:00
Techjar be6b000bec VideoCommon: Account for pixel quads in bounding box calculation
The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values
will be rounded to the extents of these groups, rather than the exact
pixel. To account for this, we'll round the top/left down to even and
the bottom/right up to odd. I have verified that the values resulting
from this change exactly match a real Wii.
2021-05-22 05:58:52 -04:00
Techjar 0f17990137 VideoCommon: Split BBox* functions into common and backend implementation variants
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
2021-05-22 01:11:57 -04:00
Techjar 42d1658c50 VideoCommon/TextureInfo: Restore old mipmap detection logic 2021-05-22 00:35:43 -04:00
Mai M 8b81481920
Merge pull request #9710 from JosJuice/volatile-begone
Remove all remaining volatile qualifiers
2021-05-20 10:20:22 -04:00
JMC47 93e9d8be86
Merge pull request #8923 from Filoppi/OSD-fixes
fixes for "On Display Messages"
2021-05-18 00:33:15 -04:00
JosJuice 8a0f5ea04a Remove all remaining volatile qualifiers 2021-05-15 09:52:04 +02:00
Mat M d74a1068b8
Merge pull request #9540 from Pokechu22/better-fifo-analyzer-part-2
Fifo analyzer quality of life improvements
2021-05-14 15:51:53 -04:00
Mat M 964fed77c5
Merge pull request #9707 from JosJuice/remove-atomic-header
Remove Atomic.h
2021-05-14 14:33:24 -04:00
Scott Mansell 9f91fb6447
Merge pull request #9688 from Filoppi/input_cleanup
Input cleanup
2021-05-14 20:51:33 +12:00
JosJuice b93983b50a Remove Atomic.h
The STL has everything we need nowadays.

I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).

Tested with single core and dual core on x86-64 and AArch64.
2021-05-13 18:56:27 +02:00
Mat M d034c830ac
Merge pull request #9681 from iwubcode/texture-info
VideoCommon: move all texture calculations to a "TextureInfo" class
2021-05-13 06:44:08 -04:00
Filoppi f4fec42165 Add mixed comments to input code, make some tooltip clearer 2021-05-12 18:27:23 +03:00
iwubcode 182dfc38e6 VideoCommon: move all texture calculations to a "TextureInfo" class. This ever so slightly improves readability and allows for the full texture name to be generated outside of the hires texture cache 2021-05-11 22:58:36 -05:00
JMC47 eb5cd9be78
Merge pull request #9694 from iwubcode/xfb-tcache-hash
VideoCommon: update TextureCache logic for finding oversized XFBs
2021-05-09 15:20:53 -04:00
iwubcode 6fd7867c56 VideoCommon: simplify TextureCacheBase by comparing a xfb's hash against a newly calculated one. This fixes games like Teenage Mutant Ninja Turtles (Wii) which use oversized textures where the stride doesn't match the BytesPerRow and that resulted in a different hash algorithm being used. By not hashing the texture before, we improve performance by hashing at most once in all direct XFB lookup scenarios. 2021-05-08 01:29:48 -05:00
Pokechu22 e1d45e9ba6 UberShaderPixel: always run indirect stage logic
Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22 b5844ab195 PixelShaderGen: always run indirect stage logic
Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22 5e3360c2cc UberShaderPixel: Fix OOB tex coord indices
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
2021-05-07 16:37:47 -07:00
Pokechu22 ed02034967 UberShaderPixel: Return fixed-point values from selectTexCoord
This change should have no behavioral differences itself, but allows for changing the behavior of out of bounds tex coord indices more easily in the next commit.  Without this change, returning tex0 for out of bounds cases and then applying the fixed-point logic would use the wrong tex dimension info (tex0 with I_TEXDIMS[1] or such), which is inaccurate.
2021-05-07 16:37:10 -07:00
Tillmann Karras f6cf85a8bc PixelShaderGen: Fix OOB tex coord indices
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.

Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
2021-05-07 16:28:09 -07:00
Pokechu22 002ff4e4dd PixelShaderGen: Remove unused num_texgens argument
It became unused in f039149198.
2021-05-07 16:28:08 -07:00
Pokechu22 c3668e179c Split TevStageIndirect::mid into matrix_index and matrix_id 2021-05-07 16:27:52 -07:00
Pokechu22 1d628d087b Add 1 when displaying the number of TEV stages 2021-05-07 16:14:19 -07:00
Pokechu22 072304404c Correct indirect stage ref typos
YAGCD uses BI0/BC0/BI1/BC1/BI2/BC2/BI3/BC3, so I'm pretty sure the BI2/BC3/BI4/BC4 names are a typo that just was propagated.
2021-05-07 16:14:18 -07:00
Pokechu22 77b1cca987 Separate vertex components by spaces 2021-05-07 15:42:26 -07:00
Pokechu22 df77a687e8 Add descriptions for GX_LOAD_INDX_A/B/C/D 2021-05-07 15:42:26 -07:00
Pokechu22 0a906f553f Move vertex size and component calculation to VertexLoaderBase 2021-05-07 15:42:17 -07:00
Pokechu22 fa7077763f Remove VertexLoaderBase::IsInitialized
It is no longer relevant for the current set of loaders after 7030542546.  If it becomes relevant again, a static function named IsUsable or IsCompatibleWithCurrentMachine or something would be a better approach.
2021-05-07 15:42:17 -07:00
Pokechu22 cafffff75e Eliminate TVtxAttr 2021-05-07 15:42:17 -07:00