Commit Graph

5006 Commits

Author SHA1 Message Date
Admiral H. Curtiss c82b2dccb5
Config: Port SyncGPU settings to new config system. 2022-01-09 21:29:12 +01:00
Admiral H. Curtiss d8825f5635
Config: Port dual core setting to new config system. 2022-01-09 21:29:11 +01:00
JMC47 4c0dcf42b8
Merge pull request #10346 from iwubcode/fixed_shader_precompile_parallelization
VideoCommon: Fix shader precompilization detection
2022-01-06 16:28:15 -05:00
Admiral H. Curtiss d98c6b0b1d
Config: Port GPUDeterminismMode setting to new config system. 2022-01-06 16:13:55 +01:00
Admiral H. Curtiss fb47035f97
Config: Port emulation speed setting to new config system. 2022-01-06 16:13:54 +01:00
iwubcode 9b4e5b00ee VideoCommon: assume the majority of os/drivers support parallel compiling of shaders, we can create bugs if there are issues. Android is assumed buggy 2022-01-04 20:40:07 -06:00
JMC47 9a914d33d5
Merge pull request #9414 from DevJPM/master
Fix CPU Core Count detection and Enable Parallel Shader Compilation
2022-01-04 10:15:12 -05:00
Léo Lam 0de008da11
Merge pull request #10332 from AdmiralCurtiss/config-port-general
Config: Port remaining General settings to new config system.
2022-01-03 01:40:37 +01:00
Pokechu22 afd02b79a5 VideoCommon: Add names for textures and shaders 2022-01-01 11:38:56 -08:00
Admiral H. Curtiss d590aa88a4
Config: Port remaining General settings to new config system. 2022-01-01 19:02:45 +01:00
Admiral H. Curtiss aa437d9805
Config: Port Movie settings to new config system. 2021-12-30 20:16:17 +01:00
JosJuice a96cfe2531 GLES: Fix LOD bias int/float mismatch
Another simple GLES shader compilation error.
2021-12-28 19:19:22 +01:00
JMC47 01e8e950e8
Merge pull request #10292 from OatmealDome/lodbias-take-two
PixelShaderGen: Use LOD bias when sampling texture on Metal and OpenGL ES
2021-12-28 02:45:14 -05:00
OatmealDome 056613ecc5 PixelShaderGen: Add LOD bias to texture() call on systems that don't support it in the sampler 2021-12-28 02:10:45 -05:00
OatmealDome 4e12d6e871 ShaderGenCommon: Add bit for LOD bias 2021-12-28 02:10:39 -05:00
OatmealDome 08396c56e5 VideoConfig: Add bool for sampler LOD bias support 2021-12-25 15:16:27 -05:00
Pokechu22 1cd148d4c5 GeomeryShaderGen: Set gl_ClipDistance on Vulkan as well as OpenGL
Fixes https://bugs.dolphin-emu.org/issues/12548
2021-12-23 17:56:21 -08:00
Pokechu22 85025612bc LightingShaderGen: Make s_lighting_struct not inline
This generated warnings on the freebsd builder.
2021-12-22 15:17:52 -08:00
JosJuice e6f40fa015
Merge pull request #10279 from Pokechu22/intensity-alpha
TextureConverterShaderGen: Set alpha to 1 on intensity formats if EFB lacks alpha
2021-12-23 00:14:06 +01:00
JMC47 b1f79d9ecf
Merge pull request #10215 from OatmealDome/shader-logic-ops
VideoCommon: Support shader logic ops on Metal (Apple GPUs) and OpenGL ES
2021-12-22 16:39:54 -05:00
Pokechu22 fd2324e40a Fifo analyzer: Rename mipmap filter to half scale for EFB copies
The field itself is named half_scale, and it can be used for things unrelated to mipmaps, so reflecting that name in the fifo analyzer helps.
2021-12-20 11:34:05 -08:00
Pokechu22 2f6953efb6 TextureConverterShaderGen: Set alpha to 1 on intensity formats if EFB lacks alpha
We were already doing this for non-intensity formats, but it seems like the same applies to intensity formats.
2021-12-20 11:34:05 -08:00
Pokechu22 e7d5f8ad5c TextureCacheBase: Re-wrap GetTexture comment 2021-12-18 15:21:48 -08:00
Pokechu22 d1cc539476 BPMemory: Correct spelling of MaxAniso 2021-12-18 15:21:48 -08:00
Pokechu22 27cb704466 Eliminate VarType for ComponentFormat 2021-12-18 15:21:48 -08:00
Pokechu22 1a964891f8 VertexLoader_Color: Use Common::swap24 2021-12-18 15:21:48 -08:00
Pokechu22 95e0f833f9 Fifo analyzer: Display equations for color/alpha combiners 2021-12-18 15:21:48 -08:00
Pokechu22 0afe318b55 OpcodeDecoding: Make s_is_fifo_error_seen static 2021-12-18 15:21:48 -08:00
Pokechu22 d039b1bc0d VideoCommon: Move VertexLoaderManager logic out of CPState 2021-12-18 15:21:48 -08:00
Pokechu22 d84d695fdf Remove DataReader from LoadXFReg 2021-12-18 15:21:48 -08:00
Pokechu22 b5fd35f951 Refactor OpcodeDecoding and FIFO analyzer to use callbacks 2021-12-18 15:21:36 -08:00
Pokechu22 1914087998 Create and use CPArray enum class 2021-12-18 12:51:56 -08:00
Pokechu22 3aaeb2b9ef Convert OpcodeDecoder::Opcode and OpcodeDecoder::Primitive to enum class 2021-12-18 12:51:56 -08:00
Pokechu22 205ab23d80 GeometryShaderGen: Convert to EnumMap 2021-12-18 12:51:55 -08:00
Pokechu22 f53dc6564f UberShaderPixel: Convert to EnumMap 2021-12-18 12:51:55 -08:00
Pokechu22 380b333387 PixelShaderGen: Convert to EnumMap 2021-12-18 12:51:55 -08:00
Pokechu22 2b1d1038a6 VertexLoader: Convert to EnumMap 2021-12-18 12:51:55 -08:00
Pokechu22 327126d1e8 ShaderGenCommon: Add WriteSwitch 2021-12-18 12:51:55 -08:00
Pokechu22 2025763420 Treewide: Adjust order of includes 2021-12-10 14:49:57 -08:00
OatmealDome 74a979db09 UberShaderPixel: Add shader logic ops support on OpenGL ES 2021-12-06 22:36:40 -05:00
OatmealDome 18b2f6953d PixelShaderGen: Add shader logic ops support on OpenGL ES
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
2021-12-06 22:36:40 -05:00
OatmealDome a77ae14d94 UberShaderPixel: Add shader logic ops support on Metal 2021-12-06 22:36:40 -05:00
OatmealDome e0837cb847 PixelShaderGen: Add shader logic ops support on Metal 2021-12-06 22:36:40 -05:00
OatmealDome 426c68b5a0 ShaderCache: Don't turn on logic ops approximation if framebuffer fetch is supported 2021-12-06 22:36:40 -05:00
OatmealDome c12b9b013b PixelShaderGen: Add logic ops to pixel_shader_uid_data 2021-12-06 22:36:34 -05:00
Scott Mansell 0327bc2ab6
Merge pull request #10256 from malleoz/show-rerecord-count
Renderbase: Show rerecord count
2021-12-03 14:42:10 +13:00
JMC47 c12e4e8ee0
Merge pull request #10244 from phire/ban-timetravel
Delay singlecore gpu interrupts; Fixes Bomberman Jetters in single core mode.
2021-12-02 07:21:41 -05:00
sowens99 e4fed7cce8 Add Rerecord Count display
Simply shows Movie::s_rerecords in the ImGui Movie window
2021-11-30 20:08:29 -05:00
OatmealDome 04ec02c06b ConstantManager: Add logic ops to PixelShaderConstants 2021-11-24 17:52:26 -05:00
Scott Mansell f5c550e9cb Delay singlecore gpu interrupts
Fixes Bomberman Jetters in single core mode.

When single core mode pauses the CPU to execute the GPU
FIFO it greedily executes the whole thing. Before this commit,
Finish and Token interrupts would happen instantly, not even
taking into account how long the current FIFO window has
taken to execute. The interrupts would be effectively backdated
to the start of this execution window.

This commit does two things: It pipes the current FIFO window
execution time though to the interrupt scheduling and it enforces
a minimum delay of 500 cycles before an interrupt will be fired.
2021-11-25 11:11:01 +13:00
Léo Lam aa5cb35c86
Merge pull request #10143 from Pokechu22/png-compression-level
Add option for setting the PNG zlib compression level
2021-11-23 16:40:34 +01:00
unknown f43122cd8a Trust MacOS not to crash during shader pre-compilation 2021-11-22 15:32:28 +01:00
DevJPM 613c4563c2 VideoCommon: Gate Multi-Threaded Shader Pre-Compilation behind a bug entry 2021-11-22 09:34:28 +01:00
DevJPM 61cfd8696e Fix CPU Core Count detection and Enable Parallel Shader Compilation
This does this following things:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Now we should handle all situations.

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

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

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

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

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

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

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

It consists of several key changes:

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

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

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

Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
2021-05-07 16:28:09 -07:00
Pokechu22 002ff4e4dd PixelShaderGen: Remove unused num_texgens argument
It became unused in f039149198.
2021-05-07 16:28:08 -07:00
Pokechu22 c3668e179c Split TevStageIndirect::mid into matrix_index and matrix_id 2021-05-07 16:27:52 -07:00
Pokechu22 1d628d087b Add 1 when displaying the number of TEV stages 2021-05-07 16:14:19 -07:00
Pokechu22 072304404c Correct indirect stage ref typos
YAGCD uses BI0/BC0/BI1/BC1/BI2/BC2/BI3/BC3, so I'm pretty sure the BI2/BC3/BI4/BC4 names are a typo that just was propagated.
2021-05-07 16:14:18 -07:00
Pokechu22 77b1cca987 Separate vertex components by spaces 2021-05-07 15:42:26 -07:00
Pokechu22 df77a687e8 Add descriptions for GX_LOAD_INDX_A/B/C/D 2021-05-07 15:42:26 -07:00
Pokechu22 0a906f553f Move vertex size and component calculation to VertexLoaderBase 2021-05-07 15:42:17 -07:00
Pokechu22 fa7077763f Remove VertexLoaderBase::IsInitialized
It is no longer relevant for the current set of loaders after 7030542546.  If it becomes relevant again, a static function named IsUsable or IsCompatibleWithCurrentMachine or something would be a better approach.
2021-05-07 15:42:17 -07:00
Pokechu22 cafffff75e Eliminate TVtxAttr 2021-05-07 15:42:17 -07:00
Pokechu22 0a71ce143a Extract VertexLoaderARM64::GetLoadSize into a new function 2021-05-07 15:42:16 -07:00
Pokechu22 252ef6bb34 Use bool bitfields in VAT 2021-05-07 15:42:16 -07:00
Pokechu22 b6149623aa Remove VertexLoader::ToString 2021-05-07 15:42:13 -07:00
Pokechu22 bc7da726a5 Convert VertexLoader_Color to a table 2021-05-07 15:42:11 -07:00
Léo Lam a6f6211dde
Merge pull request #9633 from Pokechu22/BitfieldExtract-pointer-to-member
Change BitfieldExtract to use a pointer to the bitfield member
2021-05-08 00:21:15 +02:00
Pokechu22 0f7c9ef767 Change BitfieldExtract to use a pointer to the bitfield member 2021-05-07 15:11:17 -07:00
Léo Lam 049b92b7ef
Merge pull request #9417 from Filoppi/input-1
Fix FPS counter and Game Window speed % breaking on pause/unpause
2021-05-07 15:08:01 +02:00
Léo Lam 2b632f6d5d
Merge pull request #9641 from lynlevenick/ash/texture-cache-opt
Remove spurious memory allocations in TextureCacheBase::SerializeTexture and DeserializeTexture
2021-05-07 15:01:23 +02:00
Filoppi 818672b585 Fix FPS counter and Game Window speed % breaking on pause/unpause
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.
2021-05-06 01:10:04 +03:00
Scott Mansell ab55c948a1 Update zcompression format change TODO 2021-05-05 11:32:42 +12:00
Scott Mansell a4796e512a Implement EFB Peeks for compressed z16 formats
This fixes an issue in RS3 where engine lens flares would shine
though ships during cutscenes
2021-05-05 11:32:29 +12:00
Filoppi 3492f51eaf OnScreenDisplay: a few fixes
-They might have never drawn if DrawMessages wasn't called before they actually expired
-Their fade was wrong if the duration of the message was less than the fade time

This makes them much more useful for debugging, I know there might be other means
of debugging like logs and imgui, but this was the simplest so that's what I used.
If you want to print the same message every frame, but with a slightly different value
to see the changes, it now work.

To compensate for the fact that they are now always rendered once,
so on start up a lot of old messages (printed while the emulation was off) could show up,
I've added a "drop" time, which means if a msg isn't rendered for the first
time within that time, it will be dropped and never rendered.
2021-04-25 15:45:30 +03:00
ezio1900 97ea3a603e VideoCommon: Fix scissorOffset, handle negative value correctly
VideoCommon: Change the type of BPMemory.scissorOffset to 10bit signed: S32X10Y10
VideoBackends: Fix Software Clipper.PerspectiveDivide function, use BPMemory.scissorOffset instead of hard code 342
2021-04-24 08:46:21 +08:00
ash!! 43ceba4fef optimize TextureCacheBase::SerializeTexture, ::DeserializeTexture
texture serialization and deserialization used to involve many memory
allocations and deallocations, along with many copies to and from
those allocations. avoid those by reserving a memory region inside the
output and writing there directly, skipping the allocation and copy to
an intermediate buffer entirely.
2021-04-18 13:40:42 -07:00
JMC47 821e51cda4
Merge pull request #7214 from stenzek/cp-access-sync
Fifo: Run/sync with the GPU on command processor register access
2021-04-18 11:17:25 -04:00
Stenzek e3ac5dca32 Fifo: Run/sync with the GPU on command processor register access 2021-04-18 03:24:01 +10:00
Valeri b3b1518f91
Allow shaders to query reciprocal of window resolution 2021-04-13 20:14:17 +03:00
sspacelynx aba9cae5ab
DriverDetails: Fix broken vector bitwise AND on Mali drivers 2021-04-11 15:15:02 +02:00
Pokechu22 f32b771f7a Skip loading unknown XF registers in the FIFO player
This avoids some warnings, which were originally fixed by ignoring loads with a value of zero (see 636bedb207 / #3242).

Note that FifoCI will report some changes, but only on the first frame; these seem to be timing related as they don't happen if a different write is used to replace skipped ones.
2021-04-06 11:54:49 -07:00
Pokechu22 cde6cf2ab5 Track and log CP commands 0x00/0x10/0x20 differently from other unknown commands
They appear to relate to perf queries, and combining them with truely unknown commands would probably hide useful information.  Furthermore, 0x20 is issued by every title, so without this every title would be recorded as using an unknown command, which is very unhelpful.
2021-04-06 11:54:49 -07:00
Pokechu22 193f6a67a7 Log a warning for inexact uses of MATINDEX or VCD commands 2021-04-06 11:54:48 -07:00
Pokechu22 7fe1292c62 Add game quirks for unknown BP/CP/XF commands 2021-04-06 11:44:31 -07:00
Léo Lam 6d1eb6ae5a
Merge pull request #9621 from Pokechu22/cassert
Replace uses of cassert with Common/Assert.h
2021-04-03 12:46:21 +02:00
Pokechu22 004dfd1586 Replace uses of cassert with Common/Assert.h 2021-04-02 10:18:18 -07:00
blåhaj f339bc69c8 VertexShaderGen: Sonic epsilon hack for OpenGL ES
debaf63fe8 moved the "Sonic epsilon hack"
to vertex shaders. However, it was only done for targets with depth
clamping. If this is not available, for example the target is OpenGL ES,
the Sonic problem appears (https://bugs.dolphin-emu.org/issues/11897).

A version of the "Sonic epsilon hack" is added for targets without
depth clamping.
2021-04-02 15:12:30 +02:00
JMC47 ce8e87c64b
Merge pull request #8747 from iwubcode/map-freelook
Support controlling Free Look via input bindings (motion controls, gamepad, etc!)
2021-04-01 01:05:00 -04:00
Pokechu22 51de3d0fd1 Refactor CP array constants slightly 2021-03-26 17:27:21 -07:00
Dentomologist 1cc035eb05 VertexLoaderTest: Fix memset assignment warning
Initialize and assign members of TVtxDesc and VAT structs directly
instead of using memset.

Fixes -Wclass-memaccess warning from gcc on Debian.
2021-03-18 21:10:29 -07:00
iwubcode 425ee13d35 FreeLook: update camera and manager to use a delta time for movement (in case we decide to move this somewhere else in the future) 2021-03-18 17:54:12 -05:00
iwubcode 80cf87158e VideoCommon: update FreeLook camera to add quaternion based rotation, fix orbital and fps implementations 2021-03-17 20:58:33 -05:00
JosJuice a45a0a2066
Merge pull request #9494 from Dentomologist/convert_arm64reg_to_enum_class
Arm64Gen: Convert ARM64Reg to enum class
2021-03-17 00:05:23 +01:00
Dentomologist f0f206714f Arm64Gen: Convert ARM64Reg to enum class
Most changes are just adding ARM64Reg:: in front of the constants.
2021-03-13 10:10:59 -08:00
Dentomologist 95c86ee48b FreeLookCamera: Add override specifiers 2021-03-07 10:10:00 -08:00
Dentomologist 1c71d33ed5 FreeLookCamera: Remove unused variable 2021-03-07 10:10:00 -08:00
Pokechu22 df81210e96 Use formatters in GetBPRegInfo; add missing commands
BPMEM_TEV_COLOR_ENV + 6 (0xC6) was missing due to a typo.  BPMEM_BP_MASK (0xFE) does not lend itself well to documentation with the current FIFO analyzer implementation (since it requires remembering the values in BP memory) but still shouldn't be treated as unknown.  BPMEM_TX_SETMODE0_4 and BPMEM_TX_SETMODE1_4 (0xA4-0xAB) were missing entirely.
2021-03-06 19:27:20 -08:00
Pokechu22 70f9fc4e75 Convert BPMemory to BitField and enum class
Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
2021-03-06 19:27:19 -08:00
Pokechu22 db8ced7e4e Add FogParam0::FloatValue and FogParam3::FloatValue
This value will be used in the register description; so expose it in a way that can be re-used instead of calculating it in 2 places later.
2021-03-06 19:27:18 -08:00
Pokechu22 f2bea67709 Fix typo with ztex2 op in UseVertexDepthRange 2021-03-06 19:27:17 -08:00
Pokechu22 762fe33a3d Rename BPMEM_EFB_BR to BPMEM_EFB_WH 2021-03-06 19:27:16 -08:00
Pokechu22 81b84a5ebe Use XFMEM_REGISTERS_START/END in XFRegWritten and LoadXFReg 2021-03-06 19:27:15 -08:00
Pokechu22 8c80369373 Add names and descriptions for regular XF memory 2021-03-06 19:27:15 -08:00
Pokechu22 2d6ec7457d Add names and descriptions for XF registers to the FIFO analyzer 2021-03-06 19:27:14 -08:00
Pokechu22 aab81d5aa0 Convert XFMemory to BitField and enum class
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
2021-03-06 19:27:14 -08:00
Pokechu22 953e09428f Add names and descriptions for CP registers to the FIFO analyzer 2021-03-06 19:27:14 -08:00
Pokechu22 f749fcfa9f Convert CPMemory to BitField and enum class
Additionally, VCacheEnhance has been added to UVAT_group1.  According to YAGCD, this field is always 1.

TVtxDesc also now has separate low and high fields whose hex values correspond with the proper registers, instead of having one 33-bit value.  This change was made in a way that should be backwards-compatible.
2021-03-06 19:27:08 -08:00
Pokechu22 c27efb3f1f Create constants for CP registers and masks 2021-03-06 17:34:05 -08:00
iwubcode 0a9c764dc4 VideoCommon: Join the prefetch thread before clearing to avoid a potential crash that can occur by multiple threads touching a single resource 2021-02-11 19:18:38 -06:00
Léo Lam c386c5acc2
Merge pull request #9366 from iwubcode/freelook_camera_quaternion
VideoCommon: allow Free Look to be manipulated by a quaternion
2021-01-28 01:34:09 +01:00
iwubcode 586c689d63 VideoCommon: use Quaternion for Free Look orientation 2021-01-27 18:22:10 -06:00
Shawn Hoffman 500a694ca8 msbuild: bundle all dolphin "core" code into single library 2021-01-27 14:29:49 -08:00
Shawn Hoffman 84128d9532 rename Common/File to Common/IOFile 2021-01-27 14:29:48 -08:00
Shawn Hoffman 07fd02f207 rename Core/Analytics to Core/DolphinAnalytics 2021-01-27 14:29:47 -08:00
Dentomologist e3237661ec Arm64Emitter: Convert ShiftType to enum class 2021-01-17 16:21:38 -08:00
Dentomologist 70c54065ab Arm64Emitter: Convert IndexType to enum class 2021-01-15 23:27:11 -08:00
Léo Lam eafb9de047
Merge pull request #9323 from waddlesplash/haiku
Rehabilitate Haiku support.
2021-01-05 16:09:43 +01:00
Filippo Tarpini a5a6ef8512
Fix a couple of typos
[committer note: fixed commit message style]
2021-01-05 15:24:21 +01:00
waddlesplash 2df11d3911 Rehabilitate Haiku support. 2021-01-02 16:54:24 -05:00
iwubcode 16dc2fa379 VideoCommon: Fix crash that occurs on loading a fifo log due to uninitialized Free Look control type 2020-12-26 17:26:21 -06:00
iwubcode c7b24d6213 VideoCommon: Update active config when we check for config changes, this ensures Free Look settings are copied at the start of the frame. Also update the camera's controller type at this time 2020-12-24 13:51:46 -06:00
iwubcode bcf63c463b VideoCommon: Add 'Active' state to FreelookCamera to future proof if we ever add multiple cameras 2020-12-24 13:49:25 -06:00
iwubcode a37fd8c5d9 VideoCommon: Update Free Look camera with settings change... 2020-12-24 13:49:25 -06:00
iwubcode f6ab9a9b6f Core / VideoCommon: Remove old Free Look config 2020-12-24 13:49:25 -06:00
iwubcode d5bc209eb6 VideoCommon: Change 'Zoom' to 'MoveForward' since it really isn't a zoom 2020-12-24 13:48:38 -06:00
iwubcode cb6ae6a4b1 VideoCommon: Add speed to Free Look camera 2020-12-24 13:48:38 -06:00
Léo Lam 0ad2f3da45
Core: Remove ImageWrite and get rid of -Wmissing-declarations warnings 2020-12-16 16:04:19 +01:00
Léo Lam eafe005672
Fix -Wclass-memaccess warnings
We want to clear/memset the padding bytes, not just each member,
so using assignment or {} initialization is not an option.

To silence the warnings, cast the object pointer to u8* (which is not
undefined behavior) to make it explicit to the compiler that we want
to fill the object representation.
2020-12-16 15:37:43 +01:00
David Carlier 2c355b81f2
Add NetBSD support 2020-12-15 02:34:25 +01:00
Léo Lam fd5c69deca
Merge pull request #9289 from AdmiralCurtiss/simple-png-api-write
Use Simplified libpng API for writing PNGs.
2020-12-11 10:24:16 +01:00
Léo Lam d8b9a040ed
Merge pull request #9275 from JosJuice/framedump-boot-time
FrameDump: Start timing at 0 ticks when starting from boot
2020-12-05 23:57:41 +01:00
Lioncash 139d4fc76e General: Convert PanicAlerts over to fmt equivalent
Converts lingering panic alert calls over to the fmt-capable ones.
2020-12-02 13:38:33 -05:00
JosJuice d69f243c32 FrameDump: Start timing at 0 ticks when starting from boot 2020-11-27 17:54:08 +01:00
Admiral H. Curtiss 324de7fa02 VideoCommon: Use Common::SavePNG() to write textures. 2020-11-26 23:55:05 +01:00
Lioncash 978e5469af Core: Remove commented out logs
Commented out logs shouldn't be kept around, since it makes performing
renames and migrations harder, as tooling generally doesn't inspect
comments.
2020-11-26 07:49:37 -05:00
JosJuice 28c696fa74 Fix vertex ubershader GLES compile errors
Regression from 51724c1.
2020-11-23 11:42:41 +01:00
JosJuice 118d056410 FrameDump: Re-add call to av_register_all
This was removed in 4902146329.
We still need this for the ffmpeg version we're using on Windows.
2020-11-22 00:11:23 +01:00
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00
JosJuice e63b00e562 Fix translatable strings which contain non-positional arguments 2020-11-20 20:24:30 +01:00
Léo Lam bca82bb942
Merge pull request #9239 from altimumdelta/FFDUMP_Separate_Logging
FrameDump Logging: Separate log type and migrate to fmt
2020-11-20 02:21:57 +01:00
Lioncash 3d9b2aa005 VideoCommon: Migrate over to fmt
Migrates off the printf-based formatting where applicable.
2020-11-17 21:23:58 -05:00
altimumdelta f44b13ffcd FrameDump Logging: Separate log type and migrate to fmt 2020-11-10 17:17:43 +01:00
Lioncash a5b28f1f07 ShaderGenCommon: Rename WriteFmt() to Write()
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.

All changes within this are the removal of a <cstdarg> header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
2020-11-09 02:31:49 -05:00
LC add2b44eb7
Merge pull request #9197 from lioncash/uber-pixel
UberShaderPixel: Migrate over to fmt
2020-11-09 02:13:57 -05:00
JosJuice 28aa04312c Common/LinearDiskCache: Replace std::fstream with File::IOFile
File::IOFile is better suited to this type of task.
Split out from a future PR.
2020-11-05 00:31:17 +01:00
JMC47 6a3a71cfd7
Merge pull request #9141 from Techjar/but-for-how-long
Re-enable GPU Texture Decoding under MoltenVK
2020-10-29 01:22:13 -04:00
Lioncash dc72edf0e2 UberShaderPixel: Migrate over to fmt
Completes the migration over to using the fmt-formatting WriteFmt
function. The next PR will rename all usages of WriteFmt, while
simultaneously getting rid of the old printf code.
2020-10-27 13:25:11 -04:00
Léo Lam d2a2ec870d
Merge pull request #9171 from lioncash/pixel
PixelShaderGen: Migrate over to fmt
2020-10-26 20:35:47 +01:00
Léo Lam 7f66de062c
Merge pull request #9188 from jordan-woyak/stop-caring-about-old-avcodec-versions
VideoCommon/FrameDump: Remove code for older versions of avcodec.
2020-10-26 18:55:48 +01:00
iwubcode 8a4773bc91 VideoCommon: update vcproj file to set HAS_OPENGL 2020-10-23 17:08:53 -05:00
iwubcode a34745926e VideoCommon: remove HAS_OPENGL from VideoBackendBase 2020-10-23 17:00:32 -05:00
iwubcode 272717b3f4 VideoCommon: update vcproj file to set HAS_VULKAN 2020-10-23 17:00:05 -05:00
iwubcode d12380f26b VideoCommon: rename USE_VULKAN to HAS_VULKAN in VideoBackendBase 2020-10-23 16:59:22 -05:00
Lioncash 5de2244acf PixelShaderGen: Migrate over to fmt
Continues the migration of the shader generators over to fmt.

After this, all that remains in the Ubershader pixel generator.
2020-10-23 17:17:55 -04:00
Jordan Woyak 4902146329 VideoCommon/FrameDump: Remove code for older versions of avcodec. 2020-10-23 14:43:50 -05:00
mazes-80 f375ee72a2
CMake: Add option to enable/disable Vulkan video backend 2020-10-23 20:14:46 +02:00
JosJuice 908d6f8fa0
Merge pull request #9179 from leoetlino/available-video-backends
VideoCommon: Get rid of the global g_available_video_backends
2020-10-23 20:02:21 +02:00
Jordan Woyak 4807a5e157 VideoCommon: FrameDump fixes/cleanups. 2020-10-22 12:17:26 -05:00
Léo Lam 89b01cd6d3
Merge pull request #9169 from lioncash/uber-vert
UberShaderVertex: Migrate over to fmt
2020-10-22 01:21:31 +02:00
Léo Lam d08b80828d
VideoCommon: Simplify VideoBackendBase::GetDefaultBackendName
Now we can just call GetDefaultVideoBackend to get the default backend
and get its name by calling GetName.
2020-10-21 22:00:10 +02:00
Léo Lam aaaa3896c0
VideoCommon: Get rid of the global g_available_video_backends
Replace it with a function-local static that is initialized on first
use. This gets rid of a global variable and removes the need for
manual initialization in UICommon.

This commit also replaces the weird find_if that looks for a non-null
unique_ptr with a simple "is vector empty" check considering that
none of the pointers can be null by construction.
2020-10-21 22:00:10 +02:00
Lioncash 751d67a59a UberShaderVertex: Migrate over to fmt
Continues migration of the shader generators over to fmt.

With this, all that's left to move over are the pixel shaders (regular
and ubershader variants)
2020-10-20 09:24:10 -04:00
Léo Lam ce59b026c0
Merge pull request #9168 from lioncash/ifconst
DataReader: Make use of if constexpr where applicable
2020-10-20 14:56:24 +02:00
Lioncash 7bc2bbc508 DataReader: Make use of if constexpr where applicable
We can make use of if constexpr for cases where booleans will always
statically be known at compile-time.
2020-10-20 08:42:32 -04:00
Léo Lam dc5ae5ee66
Merge pull request #9165 from lioncash/ubercommon
UberShaderCommon: Migrate over to fmt
2020-10-20 14:42:19 +02:00
Léo Lam 49b7f10b39
Merge pull request #9163 from lioncash/fbgen
FramebufferShaderGen: Migrate over to fmt
2020-10-20 13:25:50 +02:00
Lioncash 83db7a707c UberShaderCommon: Migrate over to fmt
Continues migration of the shader generators over to fmt.
2020-10-20 06:22:48 -04:00
Léo Lam 7b1e0dba9b
Merge pull request #9164 from lioncash/geoshader
GeometryShaderGen: Migrate over to fmt
2020-10-20 11:59:45 +02:00
Léo Lam fc3b474cce
Merge pull request #8318 from iwubcode/dynamic_input_textures
InputCommon: Dynamic Input Textures
2020-10-20 02:10:29 +02:00
Lioncash 5475a8d6eb GeometryShaderGen: Migrate over to fmt
Continues migration of the shader generators over to fmt.
2020-10-19 19:22:02 -04:00
Lioncash df11615bde FramebufferShaderGen: Migrate over to fmt
Continures the migration of the shader generators over to fmt.
2020-10-19 18:49:01 -04:00
Admiral H. Curtiss b93adeaad7 VertexShaderGen: Fix unescaped { in D3D shader. 2020-10-19 20:05:07 +02:00
LC cec47b9c32
Merge pull request #8981 from lioncash/vtx-fmt
LightingShaderGen/VertexShaderGen: Migrate over to fmt
2020-10-19 07:52:55 -04:00
Techjar 0c01712d13 DriverDetails: Remove bug for broken GPU Texture Decoding 2020-10-08 10:13:40 -04:00
Techjar de2d099200 Re-enable GPU Texture Decoding under MoltenVK 2020-10-08 10:11:02 -04:00
iwubcode 4fff04db3c Core: Load custom textures after inputs has been loaded and avoid sending force texture reload during startup for dynamic textures. This ensures that custom texture loading only happens once and users don't see any weird flashes on startup 2020-10-03 17:10:36 -05:00
iwubcode fd3af4c5d3 InputCommon: Introducing the "Dynamic Input Texture". Configuration links an emulated input action to an image based on what host key is defined for that emulated input. Specific regions are called out in configuration that mark where to replace an input button with a host key image. 2020-10-03 17:10:35 -05:00
iwubcode 8a1539f948 VideoCommon: Make a reusable free function for getting top level directories that have a matching gameid text file underneath 2020-10-03 17:10:35 -05:00
Stenzek 880f7ca6bb FramebufferManager: Fix EFB readbacks with MSAA on
Regression from #8827.
2020-09-25 20:58:02 +10:00
JMC47 6ada03fca2
Merge pull request #9075 from JosJuice/android-osd-left-margin
Android: Move OSD out of the way when menu is open
2020-09-16 16:42:04 -04:00
JMC47 655308255e
Merge pull request #9073 from darkain/patch-1
Adding AmdPowerXpressRequestHighPerformance
2020-09-16 15:56:04 -04:00
JosJuice 161f99b864 Android: Move OSD out of the way when menu is open
https://bugs.dolphin-emu.org/issues/12256
2020-09-16 18:36:15 +02:00
JMC47 dcbe9da279
Merge pull request #8743 from Techjar/apple-pls-support-standard-api
VideoBackends: Disable GPU Texture Decoding under MoltenVK
2020-09-10 09:54:11 -04:00
Vincent Milum Jr 4e443ed857
Adding AmdPowerXpressRequestHighPerformance
Adding AmdPowerXpressRequestHighPerformance

This will allow AMD drivers to detect the request to use the dGPU instead of the iGPU on compatible hybrid graphics systems.

Reference: https://community.amd.com/thread/169965
2020-09-09 22:09:34 -07:00
LC b350cf043b
Merge pull request #8976 from JosJuice/port-some-settings
Port some settings to the new config system
2020-09-07 22:37:46 -04:00
Techjar 69358b2186 VideoBackends: Disable GPU Texture Decoding under MoltenVK
It's broken and causes spectacular artifacts and crashes.
2020-09-07 17:28:05 -04:00
JosJuice 6eefc3c524 Make default graphics backend not show up as empty
Fixes https://bugs.dolphin-emu.org/issues/12245.

I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
2020-09-06 12:56:45 +02:00
Shawn Hoffman 969ea6e4f5 msvc: enable /Zc:preprocessor and make build compile cleanly 2020-08-27 21:58:48 -07:00
Shawn Hoffman 6ef9d70701 name some threads 2020-08-22 17:22:07 -07:00
Shawn Hoffman 2f47f486af msbuild: re-enable standalone vcxproj processing 2020-08-22 16:17:50 -07:00
Shawn Hoffman 94bf48b67c msbuild: refactor stuff out of project files (for dolphin) 2020-08-22 16:17:50 -07:00
Shawn Hoffman 36ace8eb52 prettify some constructs in vcxproj files 2020-08-22 16:17:50 -07:00
JosJuice bd87285f3a FrameDump: Don't ignore the time base numerator
Fixes a regression where f72b756 made all dumped video super long.
2020-08-11 11:17:22 +02:00
JosJuice 7385e9129c Remove wait_for_completion parameter from Renderer::SaveScreenshot
This is now unused. Seems like it was an improper fix
(there would be a race if saving the screenshot took longer
than 2 seconds) back when it was used too.
2020-08-06 21:57:12 +02:00
JosJuice b0f9bb9f13 Port some settings to the new config system
Other than the controller settings and JIT debug settings,
these are the only settings which were defined in Java code
but not defined in the new config system in C++. (There are
still a lot of settings that are defined in the new config
system but not yet saveable in the new config system, though.)
2020-08-03 15:07:53 +02:00
Felk f775e9b99d OnScreenDisplay: fix names rgba -> argb 2020-08-02 01:37:20 +02:00
LC b354e343a7
Merge pull request #8988 from JosJuice/no-refresh-rate-round
VideoCommon: Don't round the refresh rate
2020-07-28 17:17:34 -04:00
JosJuice f72b756778 VideoCommon: Don't round the refresh rate
We now provide a double to the FPS counter and exact values
to FIFO recording and frame dumping.
2020-07-28 21:01:38 +02:00
Lioncash 4b21bc7508 LightingShaderGen: Transition over to fmt 2020-07-24 13:50:09 -04:00
Lioncash 7f7db6d3e7 VertexShaderGen: Transition over to using fmt 2020-07-24 13:34:47 -04:00
iwubcode 9c8338ec4c DolphinQt / VideoCommon: Add additional texture dumping options. Specifically, this enables users to choose whether to dump mip maps, base level textures, or both. 2020-07-22 19:30:27 -05:00
Connor McLaughlin 9c12a843f8
Merge pull request #8884 from iwubcode/freelook_performance_fix
VertexShaderManager: Only look for freelook config changes if we're using freelook
2020-07-04 14:19:59 +10:00
iwubcode 0441d6aa5e VertexShaderManager: Avoid accessing freelook control type configuration each call which caused a performance hit, move check to RenderBase where it is checked when config changes 2020-07-02 12:55:08 -05:00
LC 4ff560a6e4
Merge pull request #8913 from JosJuice/msvc-preprocessor
Support the new MSVC preprocessor
2020-06-30 04:34:10 -04:00
JosJuice 293745afce Support the new MSVC preprocessor
Intends to fix https://bugs.dolphin-emu.org/issues/12170.
2020-06-29 13:50:59 +02:00
JosJuice 81d399a4f2 VideoCommon: Show profiler output again
This profiler was added in 94d9d13, but must've broken at some point.
2020-06-29 11:59:47 +02:00
Admiral H. Curtiss 27e49c00b3 FreeLookCamera: Fix savestate branch inconsistency.
Fixes https://bugs.dolphin-emu.org/issues/12168
2020-06-28 02:31:37 +02:00
iwubcode 8ccb684711 VideoCommon: change freelook camera fov step size and expose it 2020-06-25 13:34:42 -05:00
iwubcode 3d7d4dfc8a VideoCommon: Use freelook field of view to change the perspective of the camera 2020-06-25 13:34:42 -05:00
JosJuice c9edfa0eaa Replace Windows CMake lambda constexpr capture workaround
While manually capturing constexpr variables used in lambda
expressions does work, it's really easy to forget doing so since
we don't have a Windows CMake builder and the workaround isn't
necessary anywhere else. Fortunately, MSVC has a flag that fixes
the constexpr capture behavior, so let's use that instead.
2020-06-25 13:11:29 +02:00
iwubcode a65ef35f1a VideoCommon: Clean freelook camera dirty state when getting the new view 2020-06-17 12:07:40 -05:00
Connor McLaughlin b4e063311e
Merge pull request #8827 from stenzek/adreno-more-like-brokenreno
FramebufferManager: Fix invalid readback of EFB D24S8 depth
2020-05-28 16:55:42 +10:00
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00
Lioncash e3506ff4ef VideoCommon/ShaderGenCommon: Convert helper functions over to fmt
A very trivial conversion, this simply converts calls to Write over to
WriteFmt and adjusts the formatting specifiers as necessary.

This also allows the const char* parameters to become std::string_view
instances, allowing for ease of use with other string types.
2020-05-25 21:12:29 -04:00
Markus Wick 68706973d2
Merge pull request #8828 from stenzek/gles-readpixels
FramebufferManager: Copy to color format for depth readbacks on GLES
2020-05-25 08:57:20 +02:00
Stenzek bf74553878 FramebufferManager: Copy to color format for depth readbacks on GLES
glReadPixels() with depth formats is not supported.

Should fix broken EFB access on GLES.
2020-05-24 16:11:11 +10:00
Stenzek ad373950a2 FramebufferManager: Fix invalid readback of EFB D24S8 depth
Fixes assertion tripping when saving state on Adreno.
2020-05-24 15:36:04 +10:00
Léo Lam 8df56cb319 Migrate video backend setting to the new config system
Fixes https://bugs.dolphin-emu.org/issues/12087
2020-05-22 16:54:53 +02:00
Pierre Bourdon cea779cc84
Merge pull request #8767 from iwubcode/freelook-camera-type
Expand freelook camera with control options
2020-05-17 17:33:04 +02:00
JosJuice 2137fb7813 Externals: Add zstd
I had to rename Source/Common/Compiler.h because the VS build
confuses it with Externals/zstd/lib/common/compiler.h otherwise.
2020-05-13 20:53:10 +02:00
iwubcode e125c61d47 VideoCommon: remove VertexShaderManager functions instead preferring the direct freelook camera methods 2020-05-03 13:34:13 -05:00
iwubcode 6e7d1e0e71 VideoCommon: Add Free Look camera with separate modes 2020-05-03 13:31:47 -05:00
JosJuice bf57abc0d5 Fix Windows CMake build errors
Lambda expressions with uncaptured constants were leading to errors,
and there were also some warnings about deprecated functions
(QFontMetrics::width and inet_ntoa).
2020-05-03 14:10:24 +02:00
degasus fc0df37d94 Fix windows build system. 2020-04-29 12:56:52 +02:00
Pierre Bourdon b7db359081
XFMemory: SETPOSMTXINFO should be SETPOSTMTXINFO
It actually maps to postMtxInfo, not posMtxInfo (which isn't a thing).
This is especially confusing because there *are* position matrices (as
opposed to post-transform matrices).
2020-04-29 05:26:02 +02:00
Léo Lam 0fe4985f8d
Merge pull request #8689 from howard0su/cleanup_sign
Remove warnings of -Wsign-compare
2020-04-28 13:36:21 +02:00
Jun Su f3d7b82f83 Cleanup warnings of -Wswitch
Add default branch to the switch-case.
2020-04-28 13:16:30 +02:00
Sintendo 523954e03a Analytics: Report correct quirk for mismatched xf/bp colors
Looks like a copy-paste error. The quirk for mismatched xf/bp texgens
was used twice.
2020-04-24 02:22:51 +02:00
JMC47 d845b31579
Merge pull request #8717 from stenzek/mismatched-xf-bp
VertexManagerBase: Skip drawing objects with mismatched xf/bp stages
2020-04-21 10:07:36 -04:00
JMC47 935b12d785
Merge pull request #8730 from JosJuice/frame-advance-duplicate-frame
Core: Skip duplicate frames when using frame advance
2020-04-16 18:29:16 -04:00
JMC47 c0ae9cbc45
Merge pull request #8584 from jordan-woyak/widescreen-heuristic-fix
VideoCommon: Tweak widescreen heuristic.
2020-04-13 05:57:19 -04:00
JosJuice 812ad4257c Core: Skip duplicate frames when using frame advance
It used to be the case that frame advance skipped duplicate frames
(i.e. it would take 30 frame advances to get through one second
of emulated time in a 30 fps game), but this broke in 9c5c3c0.
Skipping duplicate frames making TASing less annoying.
2020-04-09 11:39:29 +02:00
JosJuice 1a42355f96 Core: Clarify Callback_VideoCopiedToXFB and FrameUpdate 2020-04-09 00:21:04 +02:00
Stenzek ff7180cac4 Analytics: Add quirk for mismatched xf/bp texgens/colors 2020-04-02 12:52:16 +10:00
Stenzek a9c1dcf656 VertexManagerBase: Skip drawing objects with mismatched xf/bp stages
Hardware tests have shown that if the number of texgens/channels do not
match, you get garbage rendering. Presumably because the output
registers from the XF stage are fed into the incorrect input registers
for TEV/BP.

Currently, this causes Dolphin to crash/generate invalid shaders with an
assertion failure in the hardware backends. Instead, we log an error.

Perhaps in the future we should just spit out all texgens/colors anyway
from both stages, and let cross-stage optimization take care of DCE'ing
it away. But doing so would require changing the UIDs and invalidating
everyone's shader caches.
2020-04-02 12:51:41 +10:00
Jun Su 81f8099cc6 Remove warnings of -Wsign-compare
Cast the variable to the coresponding type.
2020-03-25 07:57:14 +08:00
Jun Su da223a2271 Cleanup warnings of -Wunused-lambda-capture
Remove unused lambda captures.
2020-03-24 20:14:10 +08:00
iwubcode bba92019dc VideoCommon: Allow texture folders to be determined by a <gameid>.txt file 2020-03-15 12:34:04 -05:00
Stenzek a545344268 VideoBackends: Make it possible for PrepareWindow to change the surface
Again, needed for MoltenVK.
2020-03-11 23:10:30 +10:00
Jordan Woyak 7cbb9822c1 VideoCommon: Remove widescreen heuristic debug logs. 2020-02-09 13:22:27 -06:00
Jordan Woyak 10223da6a8 VideoCommon: Tweak widescreen heuristic and clean up some related Renderer logic. 2020-02-09 13:22:25 -06:00
Lioncash abd2897377 VideoCommon: Amend formatting code to handle the upgrade to fmt
It seems that the newer version of fmt gets tripped up by bitfields
within structs. However, we can just specify the intended type where
necessary to get around this.
2020-02-04 14:55:20 -05:00
Techjar 3a3dc28d54 VertexLoaderX64: Don't use PDEP on AMD Zen 2020-01-26 22:12:00 -05:00
Tilka 2edcb29706
Merge pull request #8582 from jordan-woyak/osd-disabled-fix
VideoCommon/OSD: Process OSD messages even when they are disabled.
2020-01-25 21:11:37 +00:00
Tilka b0e040431a
Merge pull request #8581 from jordan-woyak/ciface-ar-aware
InputCommon: Make "Cursor" inputs aware of the rendered aspect ratio.
2020-01-25 20:28:01 +00:00
Connor McLaughlin e3a7922e12
Merge pull request #8336 from Ebola16/PS
Add Dolphin version and current video backend to shader compilation logs
2020-01-25 11:52:14 +10:00
Jordan Woyak c08671c4ce VideoCommon/OSD: Process OSD messages even when they are disabled. 2020-01-24 11:00:58 -06:00
Jordan Woyak b92f6480a0 InputCommon: Make "Cursor" inputs aware of the rendered aspect ratio. 2020-01-24 09:20:41 -06:00
Ryan Meredith e5f6d9320f Add Dolphin version and current video backend to shader compilation logs 2020-01-24 03:29:38 -05:00
Lioncash 687f1f0330 VideoCommon/TextureConversionShader: Make use of fmt where applicable
Now that we've converted the shader generation over to ShaderCode, we
can now make use of the fmt-capable WriteFmt function.
2020-01-23 14:19:40 -05:00
Lioncash aa77dff3a2 VideoCommon/TextureConversionShader: Convert over to using ShaderCode
Migrates the shader generator off the use of a global array, eliminating
the use of some global state. This also allows us to move the shader
generation over to using fmt in a subsequent change.
2020-01-23 14:19:36 -05:00
Stenzek 11ba623f26 Add an option to present/skip presenting duplicate frames
Currently, we do not display every second frame in 25fps/30fps games
which run to vsync. This improves performance as there's less rendering
for the GPU to perform, but when combined with vsync, could cause frame
pacing issues.

This commit adds an option to force every frame generated by the console
to be displayed to the host, which may improve pacing for these games.
2020-01-14 10:57:35 +10:00
David Korth c2dd2e8a2e Use std::istringstream or std::ostringstream instead of std::stringstream where possible.
This removes std::iostream from the inheritance chain, which reduces
overhead slightly.
2019-12-29 23:45:02 -05:00
Stenzek d744c5a148 Compile fixes for Windows-on-ARM64 2019-12-28 19:20:41 +10:00
Stenzek 6fcb1c6c46 Add an ARM64 target to Visual Studio projects 2019-12-28 19:20:41 +10:00
Stenzek 6a0067fd26 FrameDump: Set first_frame if movie frame number <= 1
The frame number is incremented before the first frame is swapped out.

Fixes ffmpeg creating invalid video files on output if the emulator only
runs for a single frame, e.g. FifoCI.
2019-12-22 11:54:34 +10:00
Anthony bac8c060b5
Merge pull request #8508 from lioncash/fmt-tex
VideoCommon/TextureConverterShaderGen: Convert over to fmt
2019-12-07 18:41:14 -08:00
Anthony 9ef50a1d4b
Merge pull request #8509 from lioncash/shader-str
VideoCommon/FramebufferShaderGen: Minor clean up
2019-12-07 18:40:56 -08:00
Anthony 19ea546a0a
Merge pull request #8511 from lioncash/if-constexpr
VideoCommon/OpcodeDecoding: Make use of if constexpr
2019-12-07 18:40:15 -08:00
Anthony fdb78b64e1
Merge pull request #8513 from lioncash/bounding-box
VideoCommon/BoundingBox: Make interface for querying bounding box data
2019-12-07 18:40:02 -08:00
Lioncash 2c9ec6cb8a VideoCommon/BoundingBox: Move PixelShaderManager::SetBoundingBoxActive() calls into Enable()/Disable()
Now that we have an actual interface to manage things, we can stop
duplicating the calls to to the pixel shader manager and remove the
need to remember to actually do so when disabling or enabling the
bounding box.
2019-12-05 11:57:58 -05:00
Lioncash 9bd533ebe4 VideoCommon/BoundingBox: Make interface for querying bounding box data
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
2019-12-05 11:48:42 -05:00
Lioncash 10f7674651 VideoCommon/IndexGenerator: Eliminate static state
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
2019-12-05 10:49:32 -05:00
Lioncash 159947ab68 VideoCommon/IndexGenerator: Make use of if constexpr
We can use if constexpr with the template functions that pass in a
non-type template parameter, allowing the removal of branches that
aren't taken at compile time.

Compilers will generally do this by default, however, we now give a
gentle prodding to the compiler if this would otherwise not be the case.
2019-12-05 10:49:32 -05:00
Lioncash fb3fda775f VideoCommon/IndexGenerator: Move stateless functions into anonymous namespace
These don't rely on any of the static members within the IndexGenerator
class, so we can make all of these functions fully internal to the
translation unit.
2019-12-05 10:49:29 -05:00
Lioncash 69f2ca2230 VideoCommon/IndexGenerator: Make use of anonymous namespace
More things will be moved into this in subsequent changes. While we're
at it, we can also make use of std::array.
2019-12-05 09:36:41 -05:00
Lioncash 1f46a6a64b VideoCommon/OpcodeDecoding: Make use of if constexpr
We can make use of if constexpr in several scenarios here to allow
compilers to exise the relevant code paths out.

Technically a decent compiler would do this already, but now we can give
compilers a little more nudging here in the event that isn't the case.
2019-12-05 09:13:06 -05:00
Lioncash 99353c3baa VideoCommon/OpcodeDecoding: Remove unused headers
Nothing provided by these headers are used, so we can remove them.
2019-12-05 09:13:06 -05:00
Lioncash 6339a5ea8e VideoCommon/OpcodeDecoding: Resolve implicit signedness conversion
cmd2 is a u32, so any bitwise arithmetic on it with a type of the same
size or smaller will result in a u32 value. This is also implicitly
converted to an unsigned type in the if statement as well, given that
size_t * int -> size_t.

This is just more explicit about the operations occurring and also
likely silences a sign conversion warning.
2019-12-05 09:13:06 -05:00
Lioncash 4710b82f43 VideoCommon/OpcodeDecoding: Remove use of goto in Run()
With the use of a lambda and a change in switch fallthrough, we can
completely eliminate the use of goto within Run().
2019-12-05 09:13:06 -05:00
Lioncash f74503cce0 VideoCommon/OpcodeDecoding: Make use of anonymous namespace
Provides a region for all internal utilities.
2019-12-05 09:13:06 -05:00
Lioncash 6b4e340995 VideoCommon/OpcodeDecoding: Amend comment formatting
Amends a documentation comment that acquired some wonky formatting
during the introduction of clang-format a few years ago.
2019-12-05 09:13:06 -05:00
Lioncash b2a9c36501 VideoCommon/OpcodeDecoding: Move g_bRecordFifoData into namespace
Keeps the global localized with the code that it's primarily related to.

Now it's obvious from a glance what the global variable is affecting.
2019-12-05 09:13:03 -05:00
Lioncash d8063e9c54 VideoCommon/OpcodeDecoding: Normalize variable naming
Provides consistent naming of variables within the translation unit.

While we're at it, we can mark them const where applicable.
2019-12-05 08:05:29 -05:00
Lioncash f29730944f VideoCommon/FramebufferShaderGen: Make use of std::ostringstream internally
We only use these string streams to output into a final std::string
instance, we don't read into types with them. Because of this, we can
just make use of std::ostringstream, rather than the fully-fledged
std::stringstream.
2019-12-05 00:18:00 -05:00
Lioncash fff445cc10 VideoCommon/FramebufferShaderGen: Make use of std::string_view where applicable
Prevents the use of the null pointer as an input to any functions.
2019-12-05 00:15:37 -05:00
Lioncash 3405815f09 VideoCommon/FramebufferShaderGen: Remove unused Config struct
This isn't used anywhere within the codebase, so it can be removed
entirely.
2019-12-04 23:54:15 -05:00
Lioncash 3a8d17c140 VideoCommon/FramebufferShaderGen: Use an anonymous namespace where applicable
Places all internal helpers and types within an anonymous namespace.
2019-12-04 23:51:26 -05:00
Lioncash eefd6a10f5 VideoCommon/FramebufferShaderGen: Add missing initial source file comments
Makes the source files consistent with the rest of the VideoCommon code.
2019-12-04 23:48:59 -05:00
Lioncash f8c90f0484 VideoCommon/FramebufferShaderGen: Collapse stream insertions
No behavioral change. This is intended to make the transition to fmt
less noisy in subsequent changes by combining insertions of multiple
string literals into one where applicable.
2019-12-04 23:45:15 -05:00
Lioncash 0f28f4049b VideoCommon/TextureConverterShaderGen: Convert over to fmt
Easily the most straightforward to convert over, given the lack of
significant formatting arguments.
2019-12-03 05:05:02 -05:00
Lioncash 8af6bfb8b0 VideoCommon/ShaderGenCommon: Add function for writing fmt-based strings
Begins the conversion of the shader generators over to using fmt
formatting specifiers.

This also has a benefit over the older StringFromFormat-based API in
that all formatted data is appended to the existing buffer rather than
creating a completely separate string and then appending it to the
internal string buffer.
2019-12-03 04:49:48 -05:00
Stenzek dd23a1ee79 Update VS projects/solutions to VS2019 2019-11-30 13:42:52 +10:00
Anthony 4a0611df54
Merge pull request #8487 from lioncash/video-fmt
VideoCommon: Make use of fmt outside of shader generators
2019-11-28 15:03:23 -08:00
Scott Mansell ac77df9e90
Merge pull request #8490 from vadosnaprimer/dumping
2 minor dumping fixes
2019-11-25 10:38:44 +13:00
feos cb6a632c60 fix missing frame when you start another dump without closing dolphin 2019-11-24 18:02:38 +03:00
feos 15e6e7ddd2 figure out new segment on the fly right in FrameDump::Start() 2019-11-24 18:02:36 +03:00
Lioncash 6fbbc2683e VideoCommon: Make use of fmt outside of shader generators
Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).

Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:

- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
  the shader generators.
2019-11-23 16:00:45 -05:00
Connor McLaughlin 5440be96e7
Merge pull request #8378 from stenzek/quad-buffer-stereo
Various quad-buffered ("HDMI 3D") stereo fixes
2019-11-08 10:26:58 +10:00
Connor McLaughlin d3ee0a4535
Merge pull request #8379 from stenzek/mali
Vulkan: Optimizations for Mali with EFB2RAM on
2019-10-31 22:44:19 +10:00
feos 5d03d5dde0 Another AVI fix for WinAPI importers
When not using native resolution, FFMPEG automatically selects FFV1 version 3 for whatever reason, and that can't be decoded by VirtualDub/AVISynth.
2019-10-05 23:31:06 +03:00
Stenzek ae83d02e54 Drop 3D Vision Support 2019-10-04 13:40:21 +10:00
Stenzek 328d89db70 Vulkan: Add a DriverDetails bug for "slow cached readback memory"
Using the cached memory type appears to be slower on Mali drivers, with
~10-15% CPU spent in the __pi___inval_cache_range kernel function.
2019-10-02 21:34:58 +10:00
Stenzek 33a6d265e5 PostProcessing: Use interface blocks for shaders 2019-10-02 12:59:50 +10:00
Stenzek af849126b3 Renderer: Use interface blocks for ImGui shaders 2019-10-02 12:52:45 +10:00
Stenzek c98a5f7dfd Renderer: Draw ImGui interface to both eyes 2019-10-02 12:19:47 +10:00
Stenzek b44a0980eb PostProcessing: Use correct layer in quad-buffered modes
Previously, only the left eye was being used.
2019-10-02 11:52:54 +10:00
Stenzek e88c269d02 PostProcessing: Don't use GS expansion shader for quad buffering w/ OpenGL
OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered
stereo, instead drawing twice with the eye selected by glDrawBuffer()
(see OGL::Renderer::RenderXFBToScreen).
2019-10-02 11:33:25 +10:00
Stenzek 135f0a1385 ShaderCache: EFB2RAM pipelines should not use a geometry shader
Only the left eye is used when creating the RAM copy.
2019-10-01 11:44:31 +10:00
Stenzek c989e5c50c ShaderCache: Recompile shared pipelines on shader cache reload
Fixes broken stereoscopy when switching on/off at runtime.
2019-10-01 11:43:02 +10:00
Silent 37ef5a54c9
Core: Use move semantics for Renderer::SaveScreenshot 2019-08-28 19:52:35 +02:00
Connor McLaughlin 48ca2c6f2e
Merge pull request #8233 from JosJuice/stringutil-string-view
StringUtil: Use std::string_view more
2019-08-09 23:39:01 +10:00
Connor McLaughlin 22ed2c0e0c
Merge pull request #8269 from lioncash/osd-move
VideoCommon/OnScreenDisplay: Minor cleanup
2019-08-08 12:38:44 +10:00
Connor McLaughlin 1092efa77a
Merge pull request #8276 from stenzek/adreno-efb-access
Fix CPU EFB access on Adreno with Vulkan backend
2019-08-08 12:23:27 +10:00
Connor McLaughlin 9477c8b0ed
Merge pull request #8293 from lioncash/ref
VideoCommon/TextureCacheBase: Make OnConfigChanged's parameter a const reference
2019-08-08 12:17:26 +10:00
Connor McLaughlin 24718c1a38
Merge pull request #8294 from lioncash/render-const
VideoCommon/RenderBase: Make functions const where applicable
2019-08-05 16:25:21 +10:00
Lioncash 07aa18eb2b VideoCommon/TextureCacheBase: Collapse for loop into a fill() in Invalidate()
Same thing, less code.
2019-08-04 23:30:27 -04:00
Lioncash d52dd2e04f VideoCommon/TextureCacheBase: Use emplace_back where applicable
Same thing, less code.
2019-08-04 23:28:14 -04:00
Lioncash fd12ae1408 VideoCommon/TextureCacheBase: Remove use of the texture cache global
We can just call the functions that are part of the interface instead of
using the global in order to execute those functions.
2019-08-04 23:23:04 -04:00
Lioncash 7366b4281f VideoCommon/RenderBase: Remove dependency on renderer global within renderer
There's no need to have a dependency when we can simply call the
function itself as part of the instance itself.
2019-08-04 23:01:19 -04:00
Lioncash cfdfbbff38 VideoCommon/RenderBase: Use structured bindings where applicable
Same behavior, but immediately assigns to variables, allowing them to be
const.
2019-08-04 22:59:07 -04:00
Lioncash dd5b8895fe VideoCommon/RenderBase: Make functions const where applicable 2019-08-04 22:52:00 -04:00
Lioncash 86a651e27f VideoCommon/TextureCacheBase: Remove dependence on global variables from OnConfigChanged()
The active config will always be passed as the reference parameter, we
can make use of the parameter instead of accessing the global variable.
2019-08-04 22:33:18 -04:00
Lioncash 7d017be666 VideoCommon/TextureCacheBase: Make OnConfigChanged's parameter a const reference
This reference isn't actually modified within this function
2019-08-04 22:31:27 -04:00
Connor McLaughlin 7de6b57c13
Merge pull request #8284 from stenzek/logic-op-hack
RenderState: Approximate logic op with blending if unsupported
2019-08-04 14:39:38 +10:00
Stenzek f6f9dc0cac RenderState: Approximate logic op with blending if unsupported
This is a giant hack which was previously removed because it causes
broken rendering. However, it seems that some devices still do not
support logical operations (looking at you, Adreno/Mali). Therefore, for
a handful of cases where the hack actually makes things slightly better,
we can use it.

... but not without spamming the log with warnings. With my warning
message PR, we can inform the users before emulation starts anyway.
2019-08-04 14:06:08 +10:00
Stenzek d6460e0b18 FramebufferShaderGen: Fix upside-down EFB being restored in OpenGL 2019-08-03 01:48:57 +10:00
Stenzek 25b3e5e029 FramebufferManager: Fix restoring of EFB depth buffer
Correct state wasn't being set.
2019-08-03 01:46:54 +10:00
Stenzek 06daf58032 FramebufferManager: Correctly handle read back D24S8 textures
Needed for the Adreno/Vulkan workaround, and if we ever switch to a D24
texture for the depth buffer w/ unrestricted depth range.
2019-07-31 15:33:28 +10:00
Lioncash 3f947f086f VideoCommon/OnScreenDisplay: Use deduction guides for std::lock_guard
Same behavior without hardcoding the type of the mutex within the lock
guards. This means the type of the mutex would be able to be changed
without needing to also change all occurrences lock guards are used.
2019-07-28 23:08:21 -04:00
Lioncash a565e41cb8 VideoCommon/OnScreenDisplay: Remove unused headers
While we're at it, fix up the imgui include to use the convention we use
for referencing external library headers.
2019-07-28 23:04:52 -04:00
Lioncash c212310fbe VideoCommon/OnScreenDisplay: Take Message's std::string parameter by value
Allows callers to std::move strings into the functions (or automatically
assume the move constructor/move assignment operator for rvalue
references, potentially avoiding copies altogether.
2019-07-28 23:00:58 -04:00
Lioncash 50b240fcbd VideoCommon/OnScreenDisplay: Default initialize all Message members
Provides a deterministic initial state in the case of the default
constructor.
2019-07-28 22:42:45 -04:00
Silent 890f781cd0
Factorize software renderer backend switching warning to be fetched from a new GetWarningMessage in video backend - will be needed for DX11.1 feature set warnings 2019-07-26 19:39:07 +02:00
Connor McLaughlin d48dabc1fd
Merge pull request #8259 from stenzek/macos-disable-reversed-depth
Vulkan: Disable reversed viewport depth on macOS/MoltenVK
2019-07-25 14:11:09 +10:00
Stenzek 53e30c06e8 Config: Add an option to skip saving texture cache to save state 2019-07-24 05:19:22 +10:00
Stenzek 137009affe FramebufferManager: Support saving EFB to save state 2019-07-24 05:19:22 +10:00
Stenzek 1082468133 TextureCache: Support saving cache entries, including EFB copies 2019-07-24 04:10:38 +10:00
Stenzek b26bb0605b VideoBackendBase: Do save state logic on the GPU thread 2019-07-24 04:08:25 +10:00
JosJuice a2a1e04fc9 StringUtil: Use std::string_view more 2019-07-23 14:49:12 +02:00
Stenzek 8b44a48383 Vulkan: Disable reversed viewport depth on macOS/MoltenVK
Apparently this is broken despite being allowed by the spec.
2019-07-21 13:27:35 +10:00
Connor McLaughlin fc8859a414
Merge pull request #8249 from lioncash/rect
VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
2019-07-19 16:32:30 +10:00
Stenzek 97d81ac97c FramebufferShaderGen: Fix format reinterpret shaders on GLES 2019-07-19 15:33:32 +10:00
Stenzek 6f53a4d0da TextureCache: Don't crash when conversion pipelines fail to compile 2019-07-19 15:32:50 +10:00
Stenzek f269c4c798 EFB2Tex: Set alpha channel of Z24X8 copies to 1
Matches EFB2RAM.
2019-07-18 23:51:07 +10:00
Stenzek 68bd4cd79a Vulkan: Use reversed depth range in viewport
Also adds a DriverDetails bug to disable on drivers where this is still
broken.
2019-07-18 23:43:12 +10:00
Lioncash 2b9389202e VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
2019-07-16 20:54:34 -04:00
Stenzek 946571b759 TextureCache: Support reinterpreting formats for VRAM textures 2019-07-14 19:16:27 +10:00
Stenzek 77f406c8a8 TextureCache: Combine ApplyPaletteToEntry and ConvertTexture 2019-07-14 14:07:37 +10:00
Stenzek dfae87d69a TextureConversionShader: Swap bytes for RG8/GB8 format
Matches the software renderer.
2019-07-14 13:36:43 +10:00
Lioncash 9c245655fb VideoCommon/Statistics: Remove unused DECSTAT macro
This isn't used anywhere, so it can be removed. This also potentially
fixes an underlying compilation error waiting to happen, given DECSTAT
could have potentially been used, someone disables statistics (for
whatever reason), then gets a compilation error due to the #else case
not containing an empty definition of DECSTAT.
2019-07-10 23:40:13 -04:00
Lioncash d4337eebde VideoCommon/Statistics: Rename stats global to g_stats
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
2019-07-10 23:34:54 -04:00
Lioncash 9802a5e16b VideoCommon/Statistics: Make all member functions non-static
Rather than making Statistics' member functions operate on the global
variable instance of itself, we can make these functions member
functions and operate on a by-instance state, removing the direct
dependency on the global variable itself.

This also makes for less reading, as there's no need to repeat "stats."
for all variable accesses.
2019-07-10 23:24:37 -04:00
Lioncash a99c7d01e1 VideoCommon/Statistics: Normalize statistic variable names
Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
2019-07-10 23:19:10 -04:00
Connor McLaughlin 0a7395bfba
Merge pull request #8128 from altimumdelta/FrameDumpUpgradePrep1
Code: Rename AVIDump to FrameDump
2019-06-30 21:13:19 +10:00
altimumdelta 1df655e376 VideoCommon: Rename AVIDump to FrameDump 2019-06-30 13:02:39 +02:00
Connor McLaughlin e388f01e11
Merge pull request #8215 from CookiePLMonster/appverifier-sanitize
Fixed various errors spotted with Application Verifier
2019-06-30 01:27:25 +10:00
Léo Lam 0dfff81a56
Merge pull request #8205 from Techjar/crop-fix
VideoCommon/RenderBase: Fix crop
2019-06-29 10:24:37 +02:00
Léo Lam a9099fc96b
Merge pull request #8207 from lioncash/macro
VideoCommon/Statistics: Use std::array for projection values
2019-06-29 09:36:33 +02:00
Silent 6c21811090
Make DolphinAnalytics a true singleton - static local variables are initialized in a thread safe manner since C++11
Also works around a Visual Studio 2017 bug where static inline class fields are destructed multiple times
2019-06-23 21:43:47 +02:00
Lioncash c1c5276729 VideoCommon/VertexShaderManager: Use std::array where applicable
We can use this to shorten up the initialization code a little bit.

Despite being saved to savestates, this is a non-breaking change.
2019-06-20 08:13:04 -04:00
Lioncash 2e74a4447a VideoCommon/Statistics: Remove unused setter macros for statistics
Now that the floating point members are assigned in bulk, we can remove
their setter macro. While we're at it, we can also remove the setter for
unsigned int, given it's not used.
2019-06-20 08:06:23 -04:00
Lioncash 04c06ec661 VideoCommon/Statistics: Use std::array for projection values
Makes the members within the interface much nicer to look at, and also
makes copying them over much nicer too.
2019-06-20 08:06:20 -04:00
Léo Lam 4885130799
Merge pull request #8194 from lioncash/common-msg
Common/MsgHandler: Tidy up interface and namespace code
2019-06-20 13:37:24 +02:00
Lioncash 4f1f55093f Common/MsgHandler: Namespace code within the Common namespace
Closes another gap in the Common library where code isn't being
namespaced under it.
2019-06-19 16:03:55 -04:00
Techjar 08421db52f VideoCommon/RenderBase: Fix crop
This fixes some mistakes from #8049 that caused crop to behave like
stretch and have a funny offset.
2019-06-18 18:34:13 -04:00
Lioncash 5cafce3cc4 VideoCommon/Statistics: Amend imgui include
This is a library header, so it should be using '<' and '>' to delineate
that.
2019-06-17 02:37:02 -04:00
Lioncash 73710c0745 VideoCommon/Statistics: Remove unused header inclusions
These aren't used anywhere, so they can be removed.
2019-06-17 02:36:41 -04:00
Lioncash 6416fe336c VideoCommon/Statistics: Replace memset with assignment in ResetFrame()
Same behavior, less code, and it doesn't require the type ThisFrame
itself to actually be a trivially-copyable type.
2019-06-17 02:27:36 -04:00
Lioncash e981fa2073 VideoCommon/Statistics: Use ImGui::TextUnformatted() where applicable
ImGui::Text() assumes that the incoming text is intended to be
formatted, but we don't actually use it to format anything. We can be
explicit by using the relevant function.

This also has a plus of not needing to go through the formatter itself,
but the gains from that are probably minimal.
2019-06-17 02:27:26 -04:00
Lioncash 1c40fd8569 VideoCommon/Statistics: Replace DRAW_STAT macro with variadic lambda
We don't need to use the preprocessor here. We can just use a variadic
lambda function instead and forward the arguments to the formatting
function.
2019-06-17 02:26:25 -04:00
Techjar 56c818b3d8 VideoCommon/RenderBase: Reset scissor rectangle after ImGui rendering
This fixes the problem where OBS game capture only grabs the region
inside an ImGui window whenever one is open, when using the OpenGL
backend. Shouldn't have any negative effects, as the scissor would've
been something completely arbitrary anyways.

This may affect other capture software that uses the same hooking
method, but I've only tested OBS.
2019-06-15 07:12:17 -04:00
Lioncash 92b445618a VideoCommon/DriverDetails: Make look-up table immutable
Previously, this array potentially wouldn't be placed within the
read-only segment, since it wasn't marked const. We can make the lookup
table const, along with any other nearby variables.
2019-06-08 18:06:36 -04:00
Connor McLaughlin 951b66e4ac
Merge pull request #8049 from stenzek/crop
Renderer: Adjust source rectangle when crop would draw off screen
2019-06-08 20:57:52 +10:00
Connor McLaughlin 6b4ca318c9
Merge pull request #8139 from lioncash/const
VideoCommon/PixelShaderGen: Make look-up table arrays immutable where applicable
2019-06-08 20:03:02 +10:00
Lioncash c0c0e412e0 Core/ConfigManager: Use forward declarations where applicable
Avoids dragging in IniFile, EXI device and SI device headers in this header which is
quite widely used throughout the codebase.

This also uncovered a few cases where indirect inclusions were being
relied upon, which this also fixes.
2019-06-07 19:54:39 -04:00
Lioncash a9663669dc Common/CommonFuncs: Remove now-unneccessary ArraySize function
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.

In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.

In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
2019-06-01 10:07:57 -04:00
Léo Lam a4837a5c5d
Merge pull request #8143 from lioncash/loader
VertexLoader_*: Minor cleanup
2019-05-31 14:18:16 +02:00
Lioncash 3d27439d9a VideoCommon/CMakeLists: Specify headers in target sources 2019-05-31 06:54:26 -04:00
booto bc8a4f99c7 VideoCommon: Constrain the array_base registers
The array_base registers as part of CP state do not seem to incorporate
the upper bits in the physical address they try to access.
2019-05-31 03:22:00 -04:00
Techjar cd3ba570df VideoCommon/ShaderGenCommon: Fix memcmp size in ShaderUid operators 2019-05-30 16:00:46 -04:00
Lioncash 2452747429 VertexLoader_TextCoord: Tidy up public function definitions
We can use u32 instead of unsigned int to shorten up these definitions
and make them much nicer to read.

While we're at it, change the size array to house u32 elements
to match the return value of the function.
2019-05-30 10:29:51 -04:00
Lioncash 9569c79ca2 VertexLoader_TextCoord: Make lookup tables immutable
Allows the compiler to place the data within the read-only segment.
2019-05-30 10:29:50 -04:00
Lioncash 16a03bade2 VertexLoader_TextCoord: Place helper functions in anonymous namespace
Gives them all internal linkage.
2019-05-30 10:29:50 -04:00
Lioncash 6f656b7219 VertexLoader_Position: Tidy up public function definitions
We can use u32 instead of unsigned int to shorten up these definitions
and make them much nicer to read.

While we're at it, change the size array to house u32 elements to match
the return value of the function.
2019-05-30 10:29:50 -04:00
Lioncash 14e544eef8 VertexLoader_Position: Make lookup tables immutable
Allows the compiler to place these arrays within the read-only segment.
2019-05-30 10:29:50 -04:00
Lioncash be9a03b35f VertexLoader_Position: Place helper functions in anonymous namespace 2019-05-30 10:29:50 -04:00
Lioncash 60a1d0593c VertexLoader_Color: Place helper functions in anonymous namespace
While we're at it, convert the define into a constexpr variable.
2019-05-30 10:29:47 -04:00
Léo Lam 4e7a790648
Merge pull request #8140 from lioncash/vertex
VideoCommon/VertexLoader_Normal: Construct look-up table at compile-time
2019-05-30 14:28:59 +02:00
Léo Lam 90c9991086
Merge pull request #8141 from lioncash/init
VideoCommon/ShaderGenCommon: Simplify initialization of ShaderUid class
2019-05-30 14:15:02 +02:00
Lioncash f7eff6dab8 VideoCommon/ShaderGenCommon: Simplify operator!= for ShaderUid
This can be implemented as the negation of operator==, placing the
comparison logic for equality and inequality in the same place.
2019-05-30 06:41:57 -04:00
Lioncash 954246d10e VideoCommon/ShaderGenCommon: Remove use of a union within ShaderUid
This is only ever used to retrieve a raw view of the given UID data
structure, however it's already valid C++ to retrieve a char/unsigned
char view of an object for bytewise inspection.

u8 maps to unsigned char on all platforms we support, so we can just do
this directly with a reinterpret cast, simplifying the overall
interface.
2019-05-30 06:41:57 -04:00
Lioncash 149a97e396 VideoCommon: Remove unnecessary memset on ShaderUid instances.
Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.

This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
2019-05-30 06:41:54 -04:00
Lioncash e60268bd42 VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
2019-05-30 03:29:35 -04:00
Lioncash 0084aeb5d7 VideoCommon/VertexLoader_Normal: Use variable template variants of type traits
Same thing, less reading.
2019-05-30 00:52:59 -04:00
Lioncash 8268b6f454 VideoCommon/VertexLoader_Normal: Initialize function table at compile-time
Makes VertexLoader_Normal completely stateless, eliminating the need for
an Init() function, and by extension, also gets rid of the need for the
FifoAnalyzer to have an Init() function.
2019-05-30 00:52:57 -04:00
Lioncash 911755242d VideoCommon/VertexLoader_Normal: Remove E prefix from enums
This is old formatting that used to be used prior to the coding style
being introduced.
2019-05-29 22:15:46 -04:00
Lioncash 3b8fb22d93 VideoCommon/VertexLoader_Normal: Tidy up function declarations
We can use u32 to shorten up the function declarations. While we're at
it, remove unnecessary comments. These don't help with understanding.
2019-05-29 22:13:20 -04:00
Lioncash 8537f8e095 VideoCommon/PixelShaderGen: Fix up wonky comment formatting
This is likely a remnant of the initial transition to clang-format.
2019-05-29 22:03:02 -04:00
Lioncash 45934dd0c5 VideoCommon/PixelShaderGen: Make arrays immutable
Many of the arrays defined within this file weren't declared as
immutable, which can inhibit the strings being put into the read-only
segment. We can declare them constexpr to make them immutable.

While we're at it, we can use std::array, to allow bounds conditional
bounds checking with standard libraries. The declarations can also be
shortened in the future when all platform toolchain versions we use
support std::array deduction guides. Currently macOS and FreeBSD
builders fail on them.
2019-05-29 22:00:58 -04:00
Lioncash e28d08e973 VideoCommon/PixelShaderGen: Brace control structures that travel more than one line
Them's the code formatting rules.
2019-05-29 20:16:41 -04:00
Léo Lam 0cfdcf436d
Merge pull request #8136 from lioncash/arglist
VideoCommon/{NetPlayChatUI/NetPlayGolfUI}: Minor changes
2019-05-29 13:18:03 +02:00
Lioncash 1a0f8e7804 VideoCommon/VertexLoaderX64: Add missing header guard 2019-05-29 06:35:22 -04:00
Lioncash 778623c48c VideoCommon/NetPlayGolfUI: Remove unused header
This header doesn't actually make use of any std::string facilities.
2019-05-29 06:20:57 -04:00
Lioncash cf0f2bbf1d VideoCommon/NetPlayGolfUI: Default the destructor in the cpp file
Ensures the destruction logic is kept local to the translation unit. It
also doesn't really do much to have it specified in the header.
2019-05-29 06:20:05 -04:00
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
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
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()
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
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
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
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
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
Vulkan: Don't set a negative offset in scissor rect
2019-04-28 23:37:51 +10:00
Stenzek 32359bf2bb Renderer: Adjust target rectangle in the base class 2019-04-28 23:33:24 +10:00
Stenzek 3c64f0c616 Renderer: Adjust source rectangle when crop would draw off screen
This prevents us from requiring an oversized and/or negative viewport by
shrinking the source rectangle instead.
2019-04-28 23:31:57 +10:00
Connor McLaughlin d2d8d7ce90
Merge pull request #8051 from JosJuice/efb-constexpr
Turn EFB_WIDTH/EFB_HEIGHT into constexpr
2019-04-28 20:37:25 +10:00
JosJuice ced2306fc5 Turn EFB_WIDTH/EFB_HEIGHT into constexpr
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
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
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
OGL: Fix stereoscopy
2019-04-22 12:41:12 +10:00
Connor McLaughlin 44d5a71e27
Merge pull request #7965 from jordan-woyak/condvar-fixes
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
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
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
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
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
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
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"
"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
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
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
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
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek d66d778bae PixelShaderGen: Use subgroup reduction operations for bounding box 2019-03-29 20:06:56 +10:00
Connor McLaughlin 1304e963ad
Merge pull request #7895 from stenzek/framebuffer-corruption
FramebufferManager: Don't discard in ReinterpretPixelData
2019-03-29 20:03:13 +10:00
Connor McLaughlin 154eeae8ae
Merge pull request #7915 from stenzek/bbox-scaled-update
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-29 19:59:25 +10:00
Stenzek 3b86c93285 VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek 2a4bca8b4a VideoBackends: Verify validity before doing full renderer init
Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek e9cfcf4632 ShaderCache: Don't create invalid logic op pipelines
uint_output will never be set unless logic ops are enabled. Also clears
the bits so we're not compiling unused pixel shaders on the other
backends.
2019-03-28 20:35:02 +10:00
Stenzek 5732769a3c ShaderCache: Set correct primitive in dummy ubershader pipelines 2019-03-28 20:35:02 +10:00
Stenzek 7dd9d74eec RenderBase: Add EFBHasAlphaChannel() helper 2019-03-28 20:35:02 +10:00
JMC47 b4b0ebae27
Merge pull request #7934 from stenzek/stretched-efb-peeks
FramebufferManager: Fix EFB peek cache stretching last tile
2019-03-27 10:53:47 -04:00
Stenzek 92fa6c34cd FramebufferManager: Fix EFB pokes being offset by 1 in D3D 2019-03-27 23:28:34 +10:00
Stenzek c28393d6f9 FramebufferManager: Fix EFB peek cache stretching last tile 2019-03-27 22:12:40 +10:00
spycrab f7897778ff NetPlayChatUI: Add activate chat hotkey 2019-03-26 18:13:32 +01:00
Stenzek 16294acd2a VideoBackends: Scale bounding box rectangle in the pixel shader 2019-03-25 18:47:58 +10:00
Stenzek cff60f5ba0 FramebufferManager: Only clear tile array when valid
When looking into the Faron Woods fifolog, I noticed this code was quite
high in the profile (~10%). Clearing 4096 entries from the vector isn't
needed every draw, we only need to do this when the cache was actually
valid in the first place.

Should provide a slight general performance boost.
2019-03-24 15:03:04 +10:00
spycrab c89139d75d
Merge pull request #7903 from spycrab/imgui_np_chat
Add imgui-based Netplay Chat
2019-03-23 21:11:33 +01:00
spycrab 7cfb626a83 Add imgui-based Netplay Chat 2019-03-23 20:13:24 +01:00
spycrab 8cfbbbe9dc VideoCommon/RenderBase: Disable backculling for ImGui 2019-03-21 13:16:21 +01:00
Stenzek bf0b52efc6 TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates 2019-03-20 20:05:51 +10:00
Stenzek 8aa0ea10d9 FramebufferManager: Don't discard in ReinterpretPixelData
This was causing the depth buffer to be discarded as well, which
has an effect on mobiles (doesn't get loaded into tile memory).

If we find this is hindering performance (remember, the EFB is
only a 640x528 texture), it may be worth changing the interface to
support discarding only the colour buffer.
2019-03-16 23:45:08 +10:00
JosJuice c71216419b
Merge pull request #7874 from vadosnaprimer/ffv1_fix
FFV1 fix
2019-03-15 23:17:02 +01:00
Stenzek cce7ac43d4 FramebufferManager: Fix panic in VertexManager with large EFB depth poke batches 2019-03-12 18:26:07 +10:00
feos 7fd940411b decrease gop size (keyint)
this makes seeking a lot smoother (especially at high resolutions), while only adding less than 1% of filesize with this codec.
2019-03-11 22:17:13 +03:00
feos 005e60fa22 change pixel format from BGRA to BGR0
for this kind of footage carrying alpha information makes no sense, and it additionally complicates things by hugely damaging compatibility of the resulting video. after this change alone the video becomes compatible with VfW/WinAPI and tools that rely on it (avisynth, virtualdub).

fixes https://bugs.dolphin-emu.org/issues/11141 and https://bugs.dolphin-emu.org/issues/10193
2019-03-11 22:17:12 +03:00
Stenzek a218a794cb FramebufferManager: Implement deferred EFB cache invalidation 2019-03-09 12:24:04 +10:00
Stenzek 6bc4bfd26a FramebufferManager: Implement EFB tile cache
The new tile cache is dynamic in size and can be turned on/off.
2019-03-09 12:23:33 +10:00
Stenzek 65216c9e87 VideoConfig: Add SupportsPartialDepthCopies to backend info
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
spycrab 9ca394bbea VideoCommon/RenderBase: Don't destroy pipelines that are in use 2019-03-07 01:59:46 +01:00
Tillmann Karras 05fa667d03 VideoCommon: add EFB peek/poke stats 2019-03-04 02:49:59 +00:00
Tillmann Karras 24ba3bf2f2 TextureConversionShader: fix XFB decoding shader 2019-03-01 21:54:33 +00:00
Tilka 6be35422e9
Merge pull request #7832 from stenzek/xfb-decoding-regression
TextureCache: Fix GPU decoding of XFB copies
2019-02-28 11:03:25 +00:00
Stenzek 8192c0dd48 TextureConversionShader: Fix XFB decoding shader for D3D
D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway.
2019-02-28 20:43:50 +10:00
Stenzek db6763019d TextureCache: Fix GPU decoding of XFB copies not falling back to CPU 2019-02-28 20:19:37 +10:00
Stenzek 7f0111b022 TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range 2019-02-28 20:11:46 +10:00
Tilka 6ce7f44b8a
Merge pull request #7753 from stenzek/videocommon-all-the-things
Move a significant amount of video backend logic to VideoCommon
2019-02-26 04:21:05 +00:00
JosJuice ea7b96342b VideoConfig: Don't overwrite aspect_mode with suggested_aspect_mode
Unnecessary since b93b7ec. It was needed before that commit becase
RenderBase.cpp only was checking the value of aspect_mode, not
suggested_aspect_mode.
2019-02-23 16:00:18 +01:00
Stenzek f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek 933f3ba008 TextureCache: Don't copy out-of-range rectangles when stitching textures
This can cause driver crashes or GPU hangs if we do.
2019-02-17 16:35:43 +10:00
Stenzek 2165523fdc TextureConverterShader: Write EFB2Tex XFB copies with alpha value of 1
This way we don't end up with artifacts of the EFB's alpha values in
frame dumps. XFB copies loaded from RAM also set the alpha to 1, so this
will match.
2019-02-17 16:35:43 +10:00
Stenzek 50bdcb8d9c TextureCache: Bind textures/samplers after loading all textures
Since loading textures can result in rendering, e.g. partial copies, we
don't want to disturb partially-bound GX state.
2019-02-17 16:35:43 +10:00
Tilka 8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin 49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
Anthony f65b3a998c
Merge pull request #7739 from zackhow/multib
Android: Disable backend multithreading and add option to gfx menu
2019-02-03 12:44:00 -08:00
Tilka 8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak 69b617ce76 WiimoteEmu: Remove redundant Matrix library and use the one in Common. 2019-02-03 12:02:02 -06:00
Jordan Woyak b9a00a40a9 Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly. 2019-02-03 11:35:31 -06:00
Stenzek b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
zackhow 8a1eb34c38 Android: Default backendMultithreading to false on android 2019-01-25 19:22:07 -05:00
Stenzek 78588ce79d ShaderCache: Use imgui for shader compilation dialog 2019-01-25 11:15:57 +10:00
Stenzek e4b205c769 Decouple XFB scanout from presentation 2019-01-25 11:15:57 +10:00
Stenzek f1e7fb505b Renderer: Scale all imgui fonts by the backbuffer scale 2019-01-25 11:15:57 +10:00
Stenzek c9c0b85056 VideoBackends: Store a backbuffer 'scale'
This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek 36ce47635b RenderWidget: Hook up to ImGui 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 396b7c2978 OGL: Invalidate tracked state when calling ResetAPIState()
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek 1d61041985 ShaderGen: Don't use interface blocks on Vulkan without GS
Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
2019-01-24 17:02:17 +10:00
Stenzek 68cb24172b ShaderGen: Omit some unused varyings when possible
Removes the clipPos varying unless slow-depth is used, and the
clipDistance varyings if geometry shaders are not used.
2019-01-23 18:34:22 +10:00
Stenzek 1070192165 TextureCache: Fix a possible crash when partial updating palette textures 2019-01-19 23:38:02 +10:00
Stenzek 84bcbef944 TextureCache: Don't partial copy to non-existant texture layers 2019-01-19 23:38:00 +10:00
Stenzek ade255a5ff TextureCache: Fix broken XFB stitching with stereoscopy is enabled 2019-01-19 23:23:21 +10:00
Connor McLaughlin 5962316068
Merge pull request #7643 from weihuoya/texture-overlap
Texture: fx overlap src position
2019-01-16 08:49:36 +10:00
Connor McLaughlin 0da5929226
Merge pull request #7626 from weihuoya/vulkan-oom
Always clean cache on render swap
2019-01-08 21:57:25 +10:00
weihuoya 66a7db3850 Always flush on swap 2019-01-08 18:28:59 +08:00
JosJuice a8e5f2b922
Merge pull request #7230 from ligfx/remove_clamp_draw_size
RenderBase: don't clamp draw size to window
2019-01-03 18:26:41 +01:00
weihuoya 184b2edc30 fx texture overlap 2018-12-25 21:24:25 +08:00
Stenzek 7afd5cc2fb Use main buffers for utility draws 2018-12-04 17:37:25 +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 38479dd783 RenderBase: Force a pipeline flush when drawing the XFB to the host
Since we use the common pipelines here and draw vertices if a batch is
currently being built by the vertex loader, we end up trampling over its
pointer, as we share the buffer with the loader, and it has not been
unmapped yet. Force a pipeline flush to avoid this.
2018-12-04 17:36:08 +10:00
Connor McLaughlin 6388992f62
Merge pull request #7039 from stenzek/moltenvk
Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek 502c4c0e87 TextureCache: Recompute overlapping XFB copy hashes after copying to RAM 2018-11-13 12:48:27 +10:00
Pierre Bourdon 541c5ee996
Merge pull request #7550 from JosJuice/widescreen-hack-suggested-ratio
Fix the widescreen hack for Wii games with 4:3 forced in game INI
2018-11-09 04:28:31 +01:00
Stenzek 78056686fd TextureCache: Fix leaking TCacheEntry instances 2018-11-08 11:52:17 +10:00
JosJuice a42432cae4 RenderBase: Set m_aspect_wide on start
It doesn't feel great to let the value from a previous emulation session
linger around considering that the GC aspect ratio heuristic can use
the previous value of m_aspect_wide when calculating m_aspect_wide.
2018-11-07 19:01:45 +01:00
JosJuice b93b7ec419 Fix the widescreen hack for Wii games with 4:3 forced in game INI 2018-11-07 19:00:24 +01:00
Stenzek 0c0d66809d PixelShaderGen: Split bbox into seperate variables
The Metal shader compiler fails to compile the atomic instructions
when operating on individual components of a vector. Spltting it
into four variables shouldn't make any difference for other
platforms, as they are accessed independently.
2018-11-07 05:41:09 -08:00
Stenzek 673f1963a0 Vulkan: Support macOS via MoltenVK
The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek 487ea5ab36 VideoBackend: Add a virtual PrepareWindow function
Executes backend-specific commands on the main thread.
2018-11-07 05:12:20 -08:00
Stenzek 8e2c063d62 TextureCache: Implement deferred/batched EFB copies 2018-11-07 16:25:01 +10:00
Pierre Bourdon f1413dbbf6
Merge pull request #7501 from Techjar/class-memaccess-cleanup
VideoCommon: Clean up class-memaccess warnings
2018-10-28 23:59:51 +01:00
Pierre Bourdon 83c3370c2a RenderBase: send performance sample at every end of frame
Not the best integration point, but couldn't think of something better.
This implementation has the benefit to be super simple.
2018-10-27 17:39:54 +02:00
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
Stenzek 74b82bab3b GLInterface: Drop Haiku support 2018-10-20 21:11:33 +10:00
Tillmann Karras 97cc9894e4 Update to Visual Studio's default Windows SDK 2018-10-20 00:53:08 +01:00
Techjar 8560eecd49 VideoCommon: Clean up class-memaccess warnings 2018-10-14 23:05:47 -04:00
Tilka b5d855caf7
Merge pull request #7496 from stenzek/null-shader-cache
ShaderCache: Don't create or load shader cache with Null backend
2018-10-14 12:30:32 +01:00
Tilka 660fb3fca0
Merge pull request #7412 from AdmiralCurtiss/xfb-stitch-in-order
Stitch together overlapping XFB regions in order of XFB copy creation.
2018-10-14 12:00:41 +01:00
Stenzek c2fab7f016 ShaderCache: Don't create or load shader cache with Null backend 2018-10-14 20:03:57 +10:00
Mat M ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Tilka 5b8e1e61e8
Merge pull request #7470 from Tilka/fifoplayer
FifoPlayer: reduce XF_REGS_SIZE to what we know
2018-10-09 08:56:48 +01:00
Tillmann Karras 56fdcf5f00 VideoCommon: remove unnecessary floor()
floatindex is clamped to the range [0, 9]. For non-negative numbers
floor() is equivalent to trunc(). Truncation happens implicitly when
converting to uint, so the floor() is unnecessary.
2018-10-09 00:31:43 +01:00
Tillmann Karras 9c7136453d FifoPlayer: reduce XF_REGS_SIZE to what we know
This avoids out-of-bounds warnings when replaying FIFO captures.

The value of XF_REGS_SIZE is written into the DFF header and we only
read the min of XF_REGS_SIZE and the header value, so this change is
backward compatible and doesn't break forward compatibility for old
Dolphin versions either.
2018-10-08 06:54:32 +01:00
Tillmann Karras c53cd09b00 BPStructs: don't warn about busclock/perf regs 2018-10-07 16:08:18 +01:00
Pierre Bourdon 58b0a284a8
Merge pull request #7408 from AdmiralCurtiss/twin-snakes-cutscene-flicker-fix
Do not consider XFB copies for invalidating textures when loading a new texture.
2018-10-01 22:24:31 +02:00
Stenzek eb33d7af64 Core: Call InitBackendInfo before loading config 2018-09-28 21:44:41 +10:00
Stenzek 93923e2b29 Don't fill backend info when core is running
The current approach results in the UI thread creating a graphics device
whilst the core is running, leading to races on function pointers, and
potentially crashing.
2018-09-28 21:43:22 +10:00
Stenzek a877d5f6dc Remove unused Host_ShowVideoConfig 2018-09-28 14:05:53 +10:00
Léo Lam c49eb2d249
Merge pull request #7398 from Techjar/emu-speed-skip-vsync
VideoCommon: Skip vsync if configured emulation speed is not 100%
2018-09-16 15:19:45 +02:00
Admiral H. Curtiss f2fa63783b Do not consider XFB copies for invalidating textures when loading a new texture.
This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy.
2018-09-15 13:56:45 +02:00
Admiral H. Curtiss 3e95d3c477 Stitch together overlapping XFB regions in order of XFB copy creation. 2018-09-14 19:41:27 +02:00
Admiral H. Curtiss d97bc0d359 Correctly adjust the rendered XFB region at non-native internal resolutions when XFB was loaded from console RAM.
If, for whatever reason, the XFB has to be loaded from console memory, it's possible that the texture is returned at native resolution instead of EFB-scaled resolution. In this case, our xfb_rect.right adjustment must also happen at native resolution instead of scaled resolution.
2018-09-13 19:39:49 +02:00
Techjar e9046f8eec VideoCommon: Skip vsync if configured emulation speed is not 100%
It doesn't make much sense to try to vsync at weird framerates, and
vsync actually causes the speed setting to not work as expected.
2018-09-05 05:40:22 -04:00
Pierre Bourdon 95c2a92f26
Revert "ShaderGen: Drop broken fragment shader index workaround for Vulkan" 2018-09-01 05:32:56 +02:00
Stenzek 3ad7812b53 ShaderGen: Drop broken fragment shader index workaround for Vulkan
AMD appears to have since fixed this in their driver, and it makes
shadergen ever so slightly less messy.
2018-08-28 23:39:47 +10:00
Pierre Bourdon 6a22f1b3e0
Merge pull request #7253 from booto/fifo_reg
CP: some bits in some of the HI registers cannot be set
2018-08-27 14:56:12 +02:00
Stenzek bae1168fe9 PixelShaderGen: Ensure all components of ocol1 are initialized
This was causing a warning in the shader compiler, as the rgb components
were not initialized. Which shouldn't be an issue, as the rgb is not
used in the blend equation, only the alpha. However, the lack of
initialization causes crashes in Intel's D3D shader compiler, so we'll
play nice and initialize all the channels.
2018-08-24 23:53:00 +10:00
Techjar 5512eadd08 VideoCommon/HiresTextures: Change wildcard to a Windows-compatible character 2018-08-21 15:54:25 -04:00
Stenzek dae161e138 FramebufferManager: Use D24S8 on Adreno when using Vulkan
D32F clears are broken on Adreno, which resulted in smeared geometry
across the screen.
2018-07-19 23:30:25 +10:00
Stenzek 3323265d91 FramebufferManager: Dynamic selection of EFB depth format 2018-07-19 21:47:42 +10:00
Stenzek b30342d38f VideoBackends: Support D24S8 abstract texture format 2018-07-19 21:47:42 +10:00
Markus Wick f5e8af7b6c
Merge pull request #7276 from stenzek/disable-shared-context-nouveau
DriverDetails: Disable shared context shader compilation on nouveau
2018-07-19 09:15:27 +02:00
Stenzek 602fe0f457 DriverDetails: Disable shared context shader compilation on nouveau
Our usage of glFinish() can cause driver crashes and/or lockups.

Please note that this disables the background shader compilation (i.e.
all shaders will be compiled on boot). There is no way around this.
2018-07-17 13:34:18 +10:00