Stenzek
61a656570e
AbstractPipeline: Support returning "cache data"
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00
Connor McLaughlin
f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
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D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek
d0d010f854
D3D11: Make stateman a unique_ptr
2019-03-29 19:55:00 +10:00
Stenzek
1151a1238f
D3D11: Use ComPtr smart pointer where possible
2019-03-29 19:52:38 +10:00
Stenzek
3d8014beb5
D3D11: Use D3DCommon where appropriate
2019-03-29 19:52:38 +10:00
Stenzek
16294acd2a
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-25 18:47:58 +10:00
Stenzek
65216c9e87
VideoConfig: Add SupportsPartialDepthCopies to backend info
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D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
Stenzek
21d81f99ff
VideoBackends: Fix GPU decoding of XFB buffers
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Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
b01df8670f
Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled
2019-01-27 12:31:12 +10:00
Stenzek
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek
63dd91628d
Remove old RasterFont classes
2019-01-25 11:15:57 +10:00
Stenzek
600d1fc0bc
Renderer: Use imgui for drawing debug text and OSD
2019-01-25 11:15:57 +10:00
Stenzek
d1868d9475
RenderBase: Implement imgui rendering
2019-01-25 11:10:49 +10:00
Stenzek
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
Stenzek
b409a87d1a
D3D: Clamp viewport to current framebuffer dimensions, not target
2018-12-04 17:36:08 +10:00
Stenzek
2644e920cc
Renderer: Add backbuffer format to base class
2018-12-04 17:36:08 +10:00
Stenzek
1adcd47dcb
Renderer: Add a base Initialize() method to match Shutdown()
2018-12-04 17:36:08 +10:00
Stenzek
8e2c063d62
TextureCache: Implement deferred/batched EFB copies
2018-11-07 16:25:01 +10:00
Stenzek
eb284b5d66
VideoBackends: Pass window system info from host on creation
2018-10-20 21:11:34 +10:00
Stenzek
1d827a5223
Renderer: Pull dimensions from GLInterface/Swapchain
2018-10-20 21:11:34 +10:00
Stenzek
a3961750a7
Drop Host_GetRenderSurface and pass display to backend
2018-10-20 21:11:34 +10:00
Tillmann Karras
97cc9894e4
Update to Visual Studio's default Windows SDK
2018-10-20 00:53:08 +01:00
Stenzek
eb33d7af64
Core: Call InitBackendInfo before loading config
2018-09-28 21:44:41 +10:00
Stenzek
b30342d38f
VideoBackends: Support D24S8 abstract texture format
2018-07-19 21:47:42 +10:00
Techjar
dc2f22516c
Mark all video backend names for translation
2018-06-30 06:30:19 -04:00
Stenzek
640bfb8135
VideoConfig: Add a field for indicating logic op support in the backend
2018-05-26 00:07:20 +10:00
Stenzek
f74dbc794c
EFB2RAM: Apply copy filter as a float coefficient after sampling
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Emmanuel Gil Peyrot
c51ae9c62a
Remove SOIL altogether from the project.
2018-05-20 13:44:42 +02:00
Markus Wick
c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
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TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Stenzek
3493d738ca
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
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This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
Stenzek
4faac3a627
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-03 14:09:32 +10:00
Stenzek
7a745e5b0d
D3D: Drop gamma parameter from util draw helper
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No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
Stenzek
9e798eec94
Implement EFB copy filter and gamma in hardware backends
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Lioncash
d68f437e67
Common: Move BitSet helper functions into the Common namespace
2018-04-23 00:13:55 -04:00
spycrab
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00
Lioncash
3854e2bcca
D3D/CMakeLists: Migrate off add_dolphin_library
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Continues the migration work started in 3a4c3bbe01
2018-04-02 08:15:22 -04:00
Markus Wick
523031f037
Merge pull request #6444 from stenzek/d3d-bbox
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D3D: Fix broken bounding box
2018-03-19 09:21:22 +01:00
Lioncash
7926a0c814
Use __func__ instead of __FUNCTION__ where applicable
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This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
2018-03-16 13:41:53 -04:00
Lioncash
75f5fcdfee
Assert: Remove unused parameter from DEBUG_ASSERT
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This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Stenzek
cb19ddd1d4
D3D: Fix broken bounding box
2018-03-17 00:20:43 +10:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
f9c829c7f7
OGL: Re-implement async shader compiling
2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
1ddc4c5568
D3D: Make NativeVertexFormat thread safe
2018-03-10 15:56:24 +10:00
Stenzek
40845e6b8f
D3D: Make StateCache thread safe
2018-03-10 15:56:21 +10:00
Stenzek
bfb4709c80
AbstractPipeline: Allow setting pipeline to null
2018-03-10 15:56:18 +10:00
Stenzek
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
Stenzek
2a6d9e4713
AbstractTexture: Add support for depth textures/formats
2018-03-01 17:31:24 +10:00
Stenzek
6374a4c4a8
AbstractTexture: Support multisampled abstract texture
2018-03-01 17:31:24 +10:00
Stenzek
887e3830ba
VideoBackends: Restore the framebuffer as part of the API state
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It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
31111ef143
D3D: Remove state stack from tracker, set explicitly instead
2018-02-22 19:40:55 +10:00
Stenzek
e18c7b1c33
D3D: Support state tracking of compute shaders
2018-02-22 19:11:27 +10:00
Stenzek
e8ff2b2006
D3D: Support compiling compute shaders
2018-02-22 19:11:25 +10:00
Stenzek
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
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We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek
c1b39ecc58
BPFunctions: Move upscaling of scissor rect to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
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It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony
096131c908
Merge pull request #6334 from stenzek/startup
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Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Stenzek
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
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The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
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Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
TraceBullet
ab6f932347
Fix Auto-Adjust Window Size option making the window too large
2018-01-26 10:47:19 -05:00
Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
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For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
Stenzek
e0ffce2785
D3D: Use VideoCommon EFB-to-texture shaders
2017-12-06 03:33:50 +10:00
Lioncash
b0fadbb5de
D3D/VertexManager: Add missing includes
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Gets rid of reliance on indirect includes
2017-12-02 20:09:33 -05:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
Markus Wick
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Lioncash
1e7096dd27
D3DBase: Mark file-scope variables as internally linked where applicable
2017-11-30 23:46:46 -05:00
Stenzek
db1d9de933
AbstractTexture: Drop slow map readback path
2017-11-22 18:49:33 +10:00
Stenzek
752dd4761d
D3D: Use new readback methods for EFB2RAM
2017-11-22 18:47:04 +10:00
Stenzek
56afebeb44
AbstractTexture: Seperate CopyRectangleFromTexture to two methods
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ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek
f43d85921d
VideoBackends: Add AbstractStagingTexture class
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Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek
a584ccc7d8
AbstractTexture: Support BGRA8 formats
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Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
Stenzek
5860c97144
D3D: Move device release from Renderer destructor to shutdown
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Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
Stenzek
c5a89b6483
D3D: Remove BeginFrame/EndFrame
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These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
Stenzek
d9400f708a
D3D: Move remaining static variables from Render.cpp to Renderer class
2017-11-22 18:47:04 +10:00
Stenzek
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
Stenzek
39559f6358
VideoConfig: Remove bSupportsInternalResolutionFrameDumps
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Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Lioncash
d6f10fdc15
D3DUtil: Remove unused defines
2017-11-19 12:14:18 -05:00
Lioncash
01a92af014
D3DUtil: Make file-scope variables internally linked where applicable
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All file scope variables are able to be made internally linked.
CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00
Leo Lam
80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
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VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
Markus Wick
40ed0e4251
Merge pull request #6198 from lioncash/cmake
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D3D: Remove non-existent files from CMakeLists.txt
2017-11-19 10:41:32 +01:00
Lioncash
364eaadfe5
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
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Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash
2ef8ded8ce
D3D: Remove non-existent files from CMakeLists.txt
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Just a leftover that was missed in the Hybrid XFB PR.
2017-11-19 00:29:23 -05:00
Lioncash
5337e58284
VideoConfig: Make StereoMode an enum class
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
iwubcode
7248dd47d5
Hybrid XFB: Fix lint errors
2017-11-17 22:11:32 -06:00
iwubcode
4964fc87ae
Video Backends: Remove the right of the xfb region for games where the
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VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode
53684701fa
HybridXFB: Fix lint errors
2017-11-17 22:11:31 -06:00
iwubcode
1090549552
Software Backend: Force EFB/XFB to copy to ram
2017-11-17 22:11:31 -06:00
iwubcode
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
iwubcode
b285188de1
Video Backends: Implement vertical scaling for xfb copies. This fixes the
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display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode
198d3b69b4
Add ability to dump xfb copies to texture for debugging purposes
2017-11-17 22:11:28 -06:00
iwubcode
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00