Commit Graph

110 Commits

Author SHA1 Message Date
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
iwubcode 3d7d4dfc8a VideoCommon: Use freelook field of view to change the perspective of the camera 2020-06-25 13:34:42 -05:00
iwubcode a65ef35f1a VideoCommon: Clean freelook camera dirty state when getting the new view 2020-06-17 12:07:40 -05:00
iwubcode e125c61d47 VideoCommon: remove VertexShaderManager functions instead preferring the direct freelook camera methods 2020-05-03 13:34:13 -05:00
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 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 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
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
Jordan Woyak 779e618046 VideoCommon: Change free-look's middle-mouse action to roll the camera. 2019-04-17 05:10:11 -05:00
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
Techjar 8560eecd49 VideoCommon: Clean up class-memaccess warnings 2018-10-14 23:05:47 -04:00
JosJuice 91732e2baf Remove support for projection hacks
This isn't really useful for anything anymore as far as I know.
2018-04-01 21:41:18 +02:00
Stenzek 5359396099 BPFunctions: Move GX viewport conversion to VideoCommon 2018-02-20 00:49:32 +10:00
Lioncash 9c1f9c1c00 ConstantManager: Use std::array where applicable
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).

It also makes cases where we use array->pointer decay explicit.
2017-08-27 15:41:36 -04:00
JosJuice f090a94319 Remove non-integer IRs 2017-08-08 12:09:50 +02:00
Stenzek 745d541527 ShaderGen: Implement vertex ubershaders 2017-07-30 17:43:59 +10:00
Stenzek f48ef65bec XFMemory: Convert several registers to bitfields 2017-07-30 17:43:59 +10:00
MerryMage f8a99ca192 VertexShaderManager: Rename projection hack variables 2017-06-15 16:38:10 +01:00
Michael Maltese d10d09ccc1 VideoCommon: rework anamorphic widescreen heuristic
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.

This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.

I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:

Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000

The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
iwubcode a9d08a31a6 Add configurable toggle that rounds vertices to the nearest pixel when
w=1.  This fixes some games at higher IRs.
2017-04-04 09:52:18 -05:00
Markus Wick e99cd57eb3 Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Stenzek 277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
gamemasterplc 4c4a96bfc5 Widescreen Hack improvement
Fixes Projection alignment in some N64 VC games. The original code forgot to multiply rawProjection[1] and rawProjection[3].
2017-02-26 12:55:57 -06:00
Jules Blok a15555fe03 VideoBackends: Use vertex shader depth range if ztexture is used. 2017-02-26 11:34:48 +01:00
Jules Blok 94522d4cf3 OGL: Add support for glDepthRangedNV to handle oversized depth ranges. 2017-02-24 14:54:16 +01:00
Jules Blok 271a9fe7a9 VertexShaderManager: Break up the conditions to make it readable. 2017-01-13 14:01:17 +01:00
Jules Blok f866748006 VertexShaderGen: Remove the need for an extra UID. 2017-01-13 14:01:17 +01:00
Lioncash 8dcb05802b ShaderManagers: Use aggregate initialization for some variables.
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00
Emmanuel Gil Peyrot c9e6b05ce9 Core: Remove double newlines at the end of *_LOG messages. 2016-11-02 02:09:33 +00:00
Jules Blok 376cadb862 VertexShaderManager: Explicitly use floating-point variant of abs.
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
Jules Blok debaf63fe8 VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Jules Blok a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Lioncash 1392efa91d VertexManagerBase: Get rid of static behavior 2016-08-21 23:30:38 -04:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok 92aa7669b5 VertexShaderManager: Use a more accurate depth range.
This fixes the gxtest_depth hwtest.
2016-08-15 13:11:24 +02:00
Jules Blok c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
degasus 7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Jules Blok 51a36f27e0 Merge pull request #3448 from Armada651/depth-epsilon
VertexShaderManager: Add an epsilon hack to the perspective projection.
2016-01-18 20:56:18 +01:00
Lioncash d9fec92628 VideoCommon: Header cleanup
Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
Jules Blok 358e458a93 VertexShaderManager: Add an epsilon hack to the perspective projection. 2016-01-05 01:24:54 +01:00
Tillmann Karras c52c73f762 VideoCommon: VertexManager -> VertexManagerBase
It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
Lioncash c756025902 Core: Move a global into a namespace 2015-10-16 22:52:41 -04:00
Lioncash 419fed3952 VertexShaderManager: Get rid of other magic constants 2015-10-15 23:41:42 -04:00
Lioncash b5b304cff2 VertexShaderManager: Get rid of float pointer casts 2015-10-15 23:34:54 -04:00
Lioncash 8ce04f9a65 General: Replace GC_ALIGN macros with alignas
Standard supported alignment -> out with compiler-specific.
2015-09-06 12:53:51 -04:00
Lioncash 0e41b973c7 VertexShaderManager: Remove unused parameter 2015-08-16 21:07:10 -04:00