Commit Graph

68 Commits

Author SHA1 Message Date
iwubcode 2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
Shawn Hoffman 7431dd3dce msbuild: make Externals inclusion methods uniform 2017-06-03 18:20:41 -07:00
Shawn Hoffman a3caa14ade remove duplicate code in msbuild files 2017-06-03 18:20:40 -07:00
BhaaL 072c161445 upgrade to Windows SDK 10.0.15063.0
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Pierre Bourdon d592bdd4d4 Migrate to Visual Studio 2017.
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
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
degasus 3df828463d VideoCommon: Assembly blending state in a shared state object. 2017-01-06 14:01:36 +01:00
Scott Mansell d958388617 VideoCommon: Fix some warnings. 2016-06-26 23:10:31 +12:00
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
Chris Burgener c34fb3edf0 Use ffmpeg for Windows Video Dumping instead of VFW 2016-01-07 18:37:58 -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
Shawn Hoffman aa7208e270 [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
degasus bc248f8941 VideoCommon: use a new async event system for efb access 2015-02-22 08:41:15 +01:00
Pierre Bourdon 1e809d9c11 Revert "Merge pull request #1903 from RisingFog/libav"
This reverts commit 34079a0037, reversing
changes made to 3274df7158.
2015-01-26 02:35:29 +01:00
Fog 6cad635bd8 Use ffmpeg for Windows Video Dumping instead of VFW 2015-01-21 19:47:45 -05:00
degasus 402fb4bd20 xxhash: Add cmake + VS files
Based on riking's PR.
2015-01-21 07:35:34 +01:00
Tillmann Karras e82e9f97f5 VertexLoader: add new JIT 2015-01-18 13:29:34 +01:00
degasus 809117102e VideoCommon: split VertexLoaderBase from VertexLoader 2014-12-21 14:12:43 +01:00
Jules Blok b406e4e1f2 VideoCommon: Add a separate constants buffer for the geometry shader. 2014-12-14 21:23:13 +01:00
degasus 50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
Jules Blok b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
crudelios 2d4b7e3f3f Reimplement Bounding Box calculation using the software renderer. 2014-10-10 12:27:06 +01:00
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
Shawn Hoffman 266992684d msvc: remove some remnants of SDL and DSound from projects and general cleanup. 2014-09-01 21:27:44 -07:00
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
Shawn Hoffman f1b82a34b2 Windows: Use a shared precompiled header for dolphin code under Source/ 2014-08-14 23:51:13 -07:00
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
Lioncash 8b13afbb8e Remove the 32-bit config platform from the VS solution and projects 2014-06-24 22:07:26 -04:00
Armada f2759ffe65 Remove EmuWindow.
All it did was raise complexity.
2014-06-15 00:49:49 +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
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 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
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 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
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
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
Pierre Bourdon ffdd79df36 Move VideoBackendBase from Common to VideoCommon 2013-08-14 23:16:46 +02:00
NeoBrainX 166a9c5637 Finishing touches. 2013-06-28 17:43:53 +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
Ryan Houdek fa4ad82878 Fix Windows Compiling? 2013-06-12 03:14:13 -05:00
NeoBrainX 31d2cab8d3 Add ShaderGenCommon to vcproj file list. 2013-04-10 12:55:42 +02:00
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
Ryan Houdek 717b976875 ARM Support without GLSL 2013-02-26 13:49:00 -06:00
rog 5133ac551b merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone 2012-10-23 02:10:49 -04:00
Pierre Bourdon 8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.

Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX 1c1ae63b69 Windows build fix. 2012-08-26 20:26:10 +02:00
Shawn Hoffman c5d746f3d8 remove scons files from VS projects 2012-03-18 06:41:12 -07:00
Shawn Hoffman 95517a9741 vs2010: Disable LTCG for realz 2011-09-05 09:43:23 -07:00