Lioncash
0fabab0760
VideoCommon/NetPlayGolfUI: Initialize netplay_client in the constructor initializer list
2019-05-29 06:20:05 -04:00
Lioncash
c958fc1278
VideoCommon/NetPlayChatUI: Default destructor in the cpp file
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Ensures that the destruction logic is kept local to the translation unit
(making it nicer when it comes to forward declaring non-trivial types).
It also doesn't really do much to define it in the header.
2019-05-29 06:20:05 -04:00
Lioncash
53b115b81e
VideoCommon/NetPlayChatUI: Use nullptr where applicable
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We gotsa type dedicated to this concept already :P
2019-05-29 06:14:43 -04:00
Lioncash
50a15b7484
VideoCommon/NetPlayChatUI: Take std::string by value in AppendChat()
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Given we're simply storing the std::string into a deque. We can emplace
it and move it. Completely avoiding copies with the current usage of the
function.
2019-05-29 06:12:29 -04:00
Lioncash
08223bad9f
VideoCommon/NetPlayChatUI: Set member variable within the constructor initializer list
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Member variables should be initialized within the constructor
initializer list if possible.
2019-05-29 06:09:49 -04:00
Connor McLaughlin
707266aeed
Merge pull request #8069 from iwubcode/passive_support
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VideoCommon: Implement passive stereoscopic 3D
2019-05-12 15:15:34 +10:00
Stenzek
3e29fdb4a7
CommandProcessor: Don't reset the video buffer when FIFO distance is changed
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This prevents partially-processed commands from being lost when switching buffers.
2019-05-11 00:31:37 +10:00
weihuoya
e98f43d2af
bbox minor fx
2019-05-09 17:30:17 +08:00
Techjar
ff972e3673
Reformat repo to clang-format 7.0 rules
2019-05-06 18:48:04 +00:00
iwubcode
c513bb5309
VideoCommon: Implement passive stereoscopic 3D
2019-05-04 22:58:00 -05:00
Léo Lam
ab9ece9bca
Replace MathUtil::Clamp with std::clamp
2019-05-04 23:12:17 +02:00
Léo Lam
99a4ca8de7
Merge pull request #7839 from ShFil119/impr/redundant
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Remove redundant initialization
2019-05-04 22:50:51 +02:00
z0z0z
5bacb2e4c6
Disable Vulkan overrides for RADV driver
2019-05-01 07:59:54 -04:00
Filip Gawin
c110ffcdaa
Remove redundant initialization
2019-04-30 01:22:24 +02:00
Connor McLaughlin
1b1662773e
Merge pull request #8048 from stenzek/vulkan-negative-scissor-rect
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Vulkan: Don't set a negative offset in scissor rect
2019-04-28 23:37:51 +10:00
Connor McLaughlin
d2d8d7ce90
Merge pull request #8051 from JosJuice/efb-constexpr
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Turn EFB_WIDTH/EFB_HEIGHT into constexpr
2019-04-28 20:37:25 +10:00
JosJuice
ced2306fc5
Turn EFB_WIDTH/EFB_HEIGHT into constexpr
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https://bugs.dolphin-emu.org/issues/11692#note-5
Also change const into constexpr while we're at it.
2019-04-28 11:50:17 +02:00
Connor McLaughlin
f7199397a0
Merge pull request #8047 from stenzek/d3d-feature-level-10
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D3D11: Fix Dolphin crashing on feature level 10.0 devices
2019-04-28 17:07:37 +10:00
Stenzek
53af27b133
FramebufferManager: Fix invalid transitions for 1xIR in EFB cache
2019-04-28 16:13:49 +10:00
Stenzek
51154d6907
FramebufferShaderGen: Don't emit SV_SampleIndex when not using SSAA
2019-04-28 15:26:21 +10:00
Stenzek
d5b3595314
TextureCache: Fix incorrect format string in GetXFBTexture()
2019-04-28 14:32:37 +10:00
iwubcode
c2abf092e9
VideoCommon: Do not reset the gather pipe (WPAR buffer) as this does not reflect what actually happens on real hardware. On hardware, there's no way for the GPU to signal to reset the WPAR buffer. Instead, the WPAR buffer will be reset automatically upon receiving 32 bytes or when spr[WPAR] is written
2019-04-26 22:20:53 -05:00
Connor McLaughlin
59c0e51f5b
Merge pull request #8000 from stenzek/more-videocommon-cleanup
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Additional cleanup/fixes from VideoCommon merge
2019-04-22 12:50:22 +10:00
Connor McLaughlin
93be178f28
Merge pull request #7857 from stenzek/opengl-stereo
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OGL: Fix stereoscopy
2019-04-22 12:41:12 +10:00
Connor McLaughlin
44d5a71e27
Merge pull request #7965 from jordan-woyak/condvar-fixes
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Minor changes to usages of std::condition_variable.
2019-04-21 23:50:53 +10:00
Stenzek
9577d0641b
ShaderCache: Fix crash at shutdown on shared shader compilation fail
2019-04-21 14:28:14 +10:00
Stenzek
f8c1ba409c
Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle
2019-04-21 14:28:14 +10:00
Connor McLaughlin
5b4ebccf6b
Merge pull request #8012 from stenzek/bounding-box-shaders
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PixelShaderGen: Don't emit bounding box shader code for old UIDs when disabled
2019-04-21 13:27:05 +10:00
Stenzek
b09a0e1a60
TextureCache: Check for out-of-range partial copy rect after scaling
2019-04-21 12:54:32 +10:00
Stenzek
3791262d96
TextureCache: Use linear filtering on y-scaled and >1xIR VRAM copies
2019-04-21 12:41:15 +10:00
Stenzek
708bd3d9f7
TextureCache: Simplify XFB reconstruction
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This also better handles in-memory interlaced XFB data placed by the CPU
by considering the stride from the VI.
2019-04-21 12:41:15 +10:00
Stenzek
dbaba0062a
TextureDecoder: Move XFB decoding to Common
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This was previously missing for generic (which is used on ARM).
2019-04-21 12:41:15 +10:00
Stenzek
eddde3e6c8
ShaderGen: Use interface blocks when geometry shaders are supported
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We don't use explicit locations in OpenGL currently, so this breaks
when we use alternative names in the geometry shaders.
2019-04-20 23:44:33 +10:00
Stenzek
c6b45c5ca9
ShaderCache: Fix crash if pipeline from uid cache fails creation
2019-04-20 23:16:29 +10:00
Stenzek
96aa762d1e
PixelShaderGen: Don't emit bounding box shader code for old UIDs when disabled
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If bounding box is enabled when a UID cache is created, then later disabled,
we shouldn't emit the bounding box portion of the shader.
Fixes pipeline creation errors on D3D12 backend for this case.
2019-04-20 23:16:14 +10:00
Connor McLaughlin
c26f53bf84
Merge pull request #7999 from stenzek/pipeline-cache-data
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Implement pipeline data cache for OpenGL and D3D12
2019-04-20 12:56:02 +10:00
Jordan Woyak
779e618046
VideoCommon: Change free-look's middle-mouse action to roll the camera.
2019-04-17 05:10:11 -05:00
Stenzek
00b83b4196
ShaderCache: Utilize pipeline cache data where possible
2019-04-16 00:39:43 +10:00
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
Jordan Woyak
d34a9afe04
Minor changes to usages of std::condition_variable.
2019-04-06 17:39:25 -05:00
spycrab
e44433c2f6
Merge pull request #7955 from Techjar/netplay-golf-mode
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NetPlay golf mode
2019-04-05 17:25:23 +02:00
Techjar
6c393f9ff4
Add imgui golf mode overlay
2019-04-05 07:01:03 -04:00
Techjar
a318c55cec
PixelShaderGen: Fix bounding box coordinates being offset by 1 pixel
2019-04-03 10:09:05 -04:00
Stenzek
f2d8c8d2a8
D3D12: Fix rare case where command list was executed with open queries
2019-04-01 20:49:24 +10:00
Connor McLaughlin
32e330eb35
Merge pull request #7950 from stenzek/out-of-range-efb-copies
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BPStructs: Gracefully handle out-of-range EFB copies
2019-04-01 13:08:11 +10:00
Stenzek
113bd60fe7
Implement D3D12 backend
2019-04-01 11:24:55 +10:00
Stenzek
378b605669
BPStructs: Gracefully handle out-of-range EFB copies
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Since the copy X and Y coordinates/sizes are 10-bit, the game can configure a
copy region up to 1024x1024. Hardware tests have found that the number of bytes
written does not depend on the configured stride, instead it is based on the
size registers, writing beyond the length of a single row. The data written
for the pixels which lie outside the EFB bounds does not wrap around instead
returning different colors based on the pixel format of the EFB.
This suggests it's not based on coordinates, but instead on memory addresses.
The effect of a within-bounds size but out-of-bounds offset
(e.g. offset 320,0, size 640,480) are the same.
As it would be difficult to emulate the exact behavior of out-of-bounds reads,
instead of writing the junk data, we don't write anything to RAM at all for
over-sized copies, and clamp to the EFB borders for over-offset copies.
2019-03-31 22:05:53 +10:00
Stenzek
3c455de799
FramebufferManager: Fix broken EFB peeks in GL with MSAA on
2019-03-30 03:14:29 +10:00
Stenzek
087b11e780
TextureCacheBase: Fix possible crash on shutdown with deferred EFB copies
2019-03-29 20:54:44 +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