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
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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.
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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
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- 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.
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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
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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
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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
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Remove EmuWindow
2014-06-15 14:16:53 +02:00
Armada
f2759ffe65
Remove EmuWindow.
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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
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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
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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
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BitField fixes
2014-06-13 20:43:02 +02:00
Ryan Houdek
f87b913f0e
Fix the vertexloader on non-x86 targets.
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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.
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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
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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
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Fix some warnings
2014-06-06 00:58:37 +02:00
Tillmann Karras
0eb341e542
Fix some warnings.
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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).
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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.
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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.
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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
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VertexLoaderManager: Remove unused function.
2014-05-16 16:20:29 +02:00
Tony Wasserka
25e8dc0aed
Merge pull request #354 from magumagu/gx-primitive-mask
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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.
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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
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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.
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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.
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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
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Shader cleanup
2014-05-06 11:37:11 +02:00
magumagu
716b3fefd4
VideoCommon: recreate XFB texture when the XFB size changes.
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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
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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.
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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.
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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.
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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
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Add a hotkey for disabling the framelimit.
2014-05-01 12:40:01 +02:00
Ryan Houdek
2d8cfb89d7
Changes posmtx vertex attribute to integer.
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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.
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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
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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.
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Fixes issue 267.
2014-04-24 00:21:17 +02:00
Ryan Houdek
fd37a768a6
Fix texture conversion shaders for GLSL ES.
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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.
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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.
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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.
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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
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PixelShaderGen: delete extra parenthesis
2014-04-14 09:48:02 +02:00
magumagu
a2150ef1f8
PixelShaderGen: delete extra parenthesis.
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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.
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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.
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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
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Software backend: Delete forked PixelEngine.
2014-04-11 20:01:23 +02:00
Tony Wasserka
cdf6172348
Merge pull request #213 from Jezze/vertexloader-cleanups
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Vertexloader cleanups
2014-04-10 08:52:36 +02:00
Ryan Houdek
87d106d65c
Remove dumb CodeBlock duplication in the emitters.
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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.
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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
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More clang fixes
2014-03-30 13:24:08 +02:00
comex
b5654a2464
Don't cast -1 to enum to represent a missing value.
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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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"
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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
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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
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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.
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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
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- 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
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- 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
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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
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Fix some vertical alignments
2014-02-16 19:12:42 -06:00
Lioncash
6c4ee1753a
Fix some vertical alignments
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ie. uses spaces for alignment.
2014-02-16 20:12:05 -05:00
Tony Wasserka
de5bfd0bce
Merge pull request #37 from degasus/VideoCommonApiFixes
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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
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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
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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
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Includes a small fix to SetupWiiMemory
2014-02-10 17:25:18 +13:00
Lioncash
ebb48d019e
Clean up some struct indentations
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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"
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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
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[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
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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
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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
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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
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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
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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.
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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
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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
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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
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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
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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"
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This fixes revision b49c09c36b
2014-01-16 00:26:49 +01:00
Tony Wasserka
f1adc56a56
Remove vertex streaming hack.
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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).
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Fixes issue 6875.
2014-01-16 00:11:12 +01:00
degasus
5e5db9fbc6
VideoCommon: cleanup of "components" usage
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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.
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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
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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
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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.
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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.
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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
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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.
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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
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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
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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
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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
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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
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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.
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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'
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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
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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
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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
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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
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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
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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
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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
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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)"
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This reverts commit 954be9e2d9
.
Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Matthew Parlane
b372f97675
Imagewrite.cpp had same problem.
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I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane
33d8166620
Use IOFile for TextureToPng to support non-ascii
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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.
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Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane
033ed9477e
Reworked Screenshot saving.
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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."
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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"
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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
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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)
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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
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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.
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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'
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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
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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
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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
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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:
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* 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
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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.
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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
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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