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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.