Connor McLaughlin
39139a52e7
Merge pull request #7939 from Techjar/no-more-disabled-gfx-features
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Qt/HacksWidget: Fix backend feature support checks
2019-03-31 11:59:34 +10:00
Techjar
5d37b2b951
Qt/HacksWidget: Fix backend feature support checks
2019-03-29 08:45:21 -04:00
Connor McLaughlin
f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
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D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek
86da282570
OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle
2019-03-29 20:06:56 +10:00
Stenzek
3b86c93285
VertexManagerBase: Increase vertex/uniform buffer sizes
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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
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Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek
16294acd2a
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-25 18:47:58 +10:00
Stenzek
a218a794cb
FramebufferManager: Implement deferred EFB cache invalidation
2019-03-09 12:24:04 +10:00
Stenzek
65216c9e87
VideoConfig: Add SupportsPartialDepthCopies to backend info
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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
Stenzek
21d81f99ff
VideoBackends: Fix GPU decoding of XFB buffers
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Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Tilka
8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
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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
Tilka
8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
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Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Stenzek
b01df8670f
Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled
2019-01-27 12:31:12 +10:00
Stenzek
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
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()
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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
6bfe4c83a5
OGL: Fix broken stereoscopy geometry shader for EFB copies
2019-01-19 23:22:57 +10:00
zackhow
078fc74b54
Android/OGL: fix bounding box for OpenGL-ES
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OpenGL-ES does not have glGetBufferSubData, so use glMapBufferRange instead
2019-01-09 21:08:49 -05:00
weihuoya
66a7db3850
Always flush on swap
2019-01-08 18:28:59 +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
7efdd1070b
OGL: Fix crash when opening graphics window on another backend
2018-11-07 21:20:12 +10:00
Stenzek
8e2c063d62
TextureCache: Implement deferred/batched EFB copies
2018-11-07 16:25:01 +10:00
Stenzek
0559311f92
GLContext: Runtime selection of EGL/GLX on Linux
2018-10-20 21:11:34 +10:00
Stenzek
025e909773
GLContext: Use destructor instead of Shutdown() to cleanup
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Also uses the Initialize() method to make the context current.
2018-10-20 21:11:34 +10:00
Stenzek
dcdd02d646
GLContext: Remove global context pointer
2018-10-20 21:11:34 +10:00
Stenzek
eb284b5d66
VideoBackends: Pass window system info from host on creation
2018-10-20 21:11:34 +10:00
Stenzek
9c57a98723
GLContext: Use host connection
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This also removes the need for a sleeping event thread.
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
134d967be2
Refactoring and cleanup of GLInterface (now GLContext)
2018-10-20 21:11:34 +10:00
Tillmann Karras
97cc9894e4
Update to Visual Studio's default Windows SDK
2018-10-20 00:53:08 +01:00
Mat M
ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
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Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Stenzek
2e905455b1
OGL: Disable scissor test when calling glBlitFramebuffer()
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glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
2018-10-09 22:00:40 +10:00
Stenzek
eb33d7af64
Core: Call InitBackendInfo before loading config
2018-09-28 21:44:41 +10:00
spycrab
392df8a11d
GL/TextureCache: Clean up inline shader code
2018-08-30 16:05:39 +02:00
Stenzek
b30342d38f
VideoBackends: Support D24S8 abstract texture format
2018-07-19 21:47:42 +10:00
Techjar
dc2f22516c
Mark all video backend names for translation
2018-06-30 06:30:19 -04:00
Anthony
36ff2a20d5
Merge pull request #6954 from degasus/coherent
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OGL/Streambuffer: Use coherent mapping by default.
2018-06-05 12:06:17 -07:00
Stenzek
640bfb8135
VideoConfig: Add a field for indicating logic op support in the backend
2018-05-26 00:07:20 +10:00
degasus
fdfd8b19d6
OGL/Streambuffer: Use coherent mapping by default.
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Coherent mappings have a lower overhead and less GL codes.
So enables coherent mapping by default for all drivers.
Both Qualcomm and ARM performs very bad with explicit flushing, so this change helps them as well.
AFAIK there was one GPU generation which was slower on coherent mapping: nvidia tesla
So Geforce 200 and 300 series should be tested with this PR before merging.
As this was last tested many years ago, this issue might have been fixed as well.
Those GPUs are close to 10 years old and not supported any more by nvidia.
2018-05-24 00:00:02 +02:00
Stenzek
d0c025bf0b
OGL: Fix EFB access in MSAA-mode
2018-05-22 15:35:20 +10:00
Stenzek
f74dbc794c
EFB2RAM: Apply copy filter as a float coefficient after sampling
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Emmanuel Gil Peyrot
c51ae9c62a
Remove SOIL altogether from the project.
2018-05-20 13:44:42 +02:00