Lioncash
bb27f80a65
Vec3: Remove a memset call on the this pointer
2015-08-28 14:10:07 -04:00
Ryan Houdek
01db003779
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
...
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.
We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.
Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
2015-08-28 09:02:46 -05:00
Ryan Houdek
447b1b09e3
Support OpenGL ES 3.2.
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OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)
Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
2015-08-26 17:57:51 -05:00
Ryan Houdek
b4e4a4cef4
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
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Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
Ryan Houdek
3f1055de94
Fix a memory leak in the EGL GLInterface.
2015-08-18 08:26:45 -05:00
Jules Blok
7e266b080f
TextureCache: Remove redundant floor().
2015-08-15 15:30:50 +02:00
Jules Blok
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
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This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
Ryan Houdek
c80e3089c8
[GLES] Fix real XFB.
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GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
Anthony Serna
ca250f6b71
Specified the type of AA in OGL AA settings
2015-08-09 09:59:20 -07:00
degasus
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +02:00
degasus
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
unknown
739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
mirrorbender
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
Lioncash
7ee0e75633
Remove unnecessary virtual keywords
2015-07-30 10:33:08 -04:00
booto
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
booto
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
booto
c43ae67b3b
RealXFB sizes don't get scaled by IR
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When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Ryan Houdek
c81bd32720
Merge pull request #2764 from Sonicadvance1/pvr_workaround3
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Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
2015-07-22 16:47:11 -05:00
Markus Wick
6bcdae616b
Merge pull request #2679 from Tinob/master
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Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
Ryan Houdek
c4f0515141
Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
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The default EGL_RENDERABLE_TYPE is GLES1, so vendors have the ability to choose between returning only the bits requested, or all of the bits
supported in addition to the one requested.
PowerVR chose to take the route where they only return the bits requested, everyone else returns all of the bits supported.
Instead of letting the vendor have control of this, let's incrementally go through each renderable type and make sure it supports everything we want.
This will cover all devices for now, and for the future.
2015-07-22 11:11:23 -05:00
Ryan Houdek
dc46ae0380
Fix an oversight in GLExtensions
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I only wanted to erase the first character in the string, not the entire thing.
Fixes Qualcomm and PowerVR devices crashing out immediately.
2015-07-20 22:01:23 -05:00
Rodolfo Bogado
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
Lioncash
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
Jules Blok
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
Jules Blok
8fd5f249fa
Merge pull request #2656 from Armada651/ogl-inv-depth
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OGL: Allow inverted depth ranges.
2015-06-25 12:06:56 +02:00
Lioncash
0034492151
Add an OSD notification for screenshot saving
2015-06-25 09:23:37 +02:00
Jules Blok
30eae0d258
Merge pull request #2657 from lioncash/screenshot
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Render: Add an OSD notification for screenshot saving
2015-06-25 09:22:26 +02:00
Ryan Houdek
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
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Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
Lioncash
67c5ce5d96
Add an OSD notification for screenshot saving
2015-06-24 21:44:38 -04:00
Jules Blok
dbfdbf7dbd
D3D: Cosmetics.
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Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Jules Blok
743296f1c4
OGL: Allow inverted depth ranges.
2015-06-24 22:28:36 +02:00
Tillmann Karras
83ab721939
Fix -Wformat-extra-args warning
2015-06-24 14:44:09 +02:00
Markus Wick
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
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Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
sigmabeta
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
Tillmann Karras
c9af7def28
Fix some warnings
2015-06-23 21:11:56 +02:00
Jules Blok
21a70903ed
Merge branch 'stable'
2015-06-23 20:16:55 +02:00
mimimi085181
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
Matthew Parlane
45aeeee699
Fix aniso filtering on d3d to not set aniso filter when using 1x
2015-06-19 20:55:32 +12:00
Jeffrey Pfau
7085fcc8d6
Fix FreeBSD build
2015-06-13 21:52:47 -07:00
Jules Blok
4042945ee5
Merge branch 'stable'
2015-06-13 01:12:12 +02:00
degasus
c375111076
Options: merge SCoreStartupParameter into SConfig
2015-06-12 19:07:45 +02:00
Matthew Parlane
5cce640f48
Anisotropic Filtering option is now correct in D3D
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Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok
d5788f75a3
Merge pull request #2533 from degasus/syncgpu
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Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011
59f273696a
VideoSW: refactor shared lighting attenuation function
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- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
2015-06-08 23:20:27 +02:00
NanoByte011
06d1b8c63a
VideoSW: rewrite lighting attenuation
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- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus
d31bed8b79
Fifo: Rewrite SyncGpu
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The new implementation has 3 options:
SyncGpuMaxDistance
SyncGpuMinDistance
SyncGpuOverclock
The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.
The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
Ryan Houdek
499478bcad
Merge pull request #2550 from Armada651/d3d-pokes
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D3D: Implement Z pokes.
2015-06-07 23:25:16 -04:00
Ryan Houdek
3f46491255
Fix OpenGL ES shader compilation.
2015-06-07 19:44:44 -05:00
Jules Blok
75fef8e26f
D3D: Implement Z pokes.
2015-06-07 15:33:30 +02:00
Jules Blok
cfc23560d9
D3D: Set the viewport to the full target size when doing EFB pokes.
2015-06-07 13:32:00 +02:00
Jules Blok
026d07e7c9
D3D: Remove obsolete comment.
2015-06-06 23:26:52 +02:00
Jules Blok
37dc8661ab
Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
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This reverts commit 9ef1ca4141
.
2015-06-06 20:10:23 +02:00
Jules Blok
8cc271516d
Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
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This reverts commit 05d60f4fef
.
2015-06-06 20:09:22 +02:00
Jules Blok
5650b9e970
Revert "OGL: Use floating point arithmetic to scale the depth value."
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This reverts commit 05f42f94a0
.
2015-06-06 20:07:49 +02:00
Jules Blok
ef1dfa8bcb
VideoBackends: Allow the viewport to use the full depth range.
2015-06-06 03:37:46 +02:00
JosJuice
95a2abc1ce
Use PanicAlertT instead of PanicAlert when appropriate
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I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Markus Wick
bcd77f9a3a
Merge pull request #2482 from degasus/ogl_poke_z
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OGL: Rewrite POKE_Z with a draw call
2015-06-03 20:35:34 +02:00
comex
a3b3f0522b
Merge pull request #1556 from comex/project-moration
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Rudimentary version of Wii IPC determinism. Ported from my old udpnet branch.
2015-06-02 18:38:19 -04:00
degasus
84b13de538
OGL: Rewrite POKE_Z with a draw call
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It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
Dwayne Slater
ebf3048494
Fix invalid enums on OpenGLES
2015-06-02 12:13:31 -04:00
Markus Wick
aa2576a2c7
Merge pull request #2480 from phire/GamesDoWeirdShit
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Fix invalid pointer errors in Burnout 2.
2015-05-31 23:26:55 +02:00
Scott Mansell
7df6982973
Add a dirty flag for arraybases.
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Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell
f57517f1a0
Clean up cached_arraybases. Update VideoSW to new scheme.
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Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
degasus
c4fc141ced
OGL: Always use sampler objects.
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We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Lioncash
ac26f8e79f
Pass strings by const reference where possible
2015-05-28 20:54:55 -04:00
comex
a225426510
Rewrite FileSearch and improve ScanDirectoryTree.
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- FileSearch is now just one function, and it converts the original glob
into a regex on all platforms rather than relying on native Windows
pattern matching on there and a complete hack elsewhere. It now
supports recursion out of the box rather than manually expanding
into a full list of directories in multiple call sites.
- This adds a GCC >= 4.9 dependency due to older versions having
outright broken <regex>. MSVC is fine with it.
- ScanDirectoryTree returns the parent entry rather than filling parts
of it in via reference. The count is now stored in the entry like it
was for subdirectories.
- .glsl file search is now done with DoFileSearch.
- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Tillmann Karras
285ac34bf3
OGL: use GL_TEXTURE* constants
2015-05-27 15:05:49 +02:00
Rohit Nirmal
c59bfd2b7f
Fix building with PCH disabled.
2015-05-26 22:44:51 -05:00
Jules Blok
ca7801da44
D3D: Invert initial depth buffer clear.
2015-05-26 15:31:36 +02:00
galop1n
2975e53091
D3D: Depth range inversion.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Ryan Houdek
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
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ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Ryan Houdek
69963dc4b0
Merge pull request #2274 from degasus/disable_bbox
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Disable bbox
2015-05-25 08:46:12 -04:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Tillmann Karras
268f52e054
Add missing license headers
2015-05-25 13:11:47 +02:00
degasus
6b2a1e57e2
BBox: remove now unreachable SW bbox implementation
2015-05-25 09:33:34 +02:00
Jules Blok
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
Jules Blok
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
Jules Blok
522e721830
OGL: Add glClipControl support.
2015-05-22 23:52:20 +02:00
Markus Wick
ad9dae30a8
Merge pull request #2410 from lioncash/swatomic
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Software: Convert most volatile variables to atomics
2015-05-22 14:11:16 +02:00
Jules Blok
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
Jules Blok
05d60f4fef
Revert "OGL: Change the depth buffer type to GL_FLOAT."
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This reverts commit 4b2e04b862
.
2015-05-20 14:22:29 +02:00
Jules Blok
9ef1ca4141
Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."
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This reverts commit be810eb750
.
2015-05-20 14:22:28 +02:00
degasus
d91d935057
OGL: reimplement poke-color
2015-05-20 11:05:31 +02:00
Markus Wick
695a72c24c
Merge pull request #2414 from Armada651/depth-clamp
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VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
Jules Blok
f7151a2a5c
Revert "D3D: Use a 32-bit floating point depth buffer."
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This reverts commit a224c604a3
.
2015-05-16 22:16:31 +02:00
Lioncash
26a3eaf959
Software: Convert most volatile variables to atomics
2015-05-14 12:33:19 -04:00
Lioncash
a94e4dd07f
OGL: Join declarations and assignments in Render
2015-05-08 09:29:36 -04:00
Lioncash
eeb0f0b7c4
OGL: Get rid of some explicit deletes in Render
2015-05-08 09:28:29 -04:00
Jules Blok
a224c604a3
D3D: Use a 32-bit floating point depth buffer.
2015-05-08 14:32:22 +02:00
Jules Blok
84a5f4abb0
VideoBackends: Use the new divisor when clearing the depth buffer.
2015-05-08 14:32:22 +02:00
Jules Blok
1a409a2e16
VideoBackends: Clamp Z peek values.
2015-05-08 14:32:21 +02:00
Jules Blok
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
Jules Blok
b0770e2a0c
VideoBackends: Floor depth values in depth copy shaders.
2015-05-08 14:29:30 +02:00
Jules Blok
be810eb750
OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
2015-05-08 14:29:30 +02:00
Jules Blok
4b2e04b862
OGL: Change the depth buffer type to GL_FLOAT.
2015-05-08 14:29:29 +02:00
Jules Blok
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
shuffle2
268b8fd26f
Merge pull request #2026 from mrgreywater/d3d-debugbreak
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D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok
24594a7888
PixelShaderCache: Fix MSAA depth copy shader.
2015-05-06 12:43:35 +02:00
Jules Blok
7a1252f7e5
VideoBackends: Implement depth copy shaders with integer math.
2015-05-05 00:40:25 +02:00
Markus Wick
e0cfd934d2
Merge pull request #2364 from kayru/d3d_texture_bsf
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D3D: StateManager::Apply no longer iterates through every texture and sampler slot
2015-05-03 21:39:33 +02:00
Yuriy O'Donnell
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
Jules Blok
54f4443971
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:23:33 +02:00
Yuriy O'Donnell
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
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Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash
9eb608c9da
Merge pull request #2301 from lioncash/const
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General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
Lioncash
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
Lioncash
bdde6b2a7c
D3D: Remove dependency on wxWidgets
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This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
degasus
b020ae1c5d
Fifo: rewrite sync on idle skipping hack
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Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
skidau
39c41f5c70
Merge pull request #2192 from Tilka/sse2
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VertexLoaderX64: support SSE2 as a fallback
2015-03-21 12:58:24 +11:00
skidau
94e435afbc
Merge pull request #2201 from magumagu/ogl-clamp-origin
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OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
Tillmann Karras
5a51bc10e5
SWVertexLoader: fix truncated components
2015-03-18 12:09:06 +01:00
magumagu
629fb8fb49
Merge pull request #2222 from Tilka/fix_warnings
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Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras
f82afd1b2f
Fix warnings
2015-03-16 19:02:30 +01:00
Shawn Hoffman
ad64336137
quiet some warnings which appear on vs2015.
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quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
magumagu
269be03908
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-12 13:24:52 -07:00
degasus
f3f2ed1536
GLX: fix memory leak
2015-03-08 17:42:37 +01:00
Ryan Houdek
b0f61201c3
Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
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Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
Ryan Houdek
3c5e99c777
Fix OpenGL ES 3.1 on non-Nvidia devices.
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We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
Ryan Houdek
70977fd6b1
Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
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Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
Markus Wick
cc5a2f3411
Merge pull request #2164 from Armada651/cache-fix
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ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
Jules Blok
728081dad2
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:03:49 +01:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
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This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
Lioncash
7408de7e79
Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
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Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak
93b16a4a2d
Formatting/Whitespace Cleanup
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Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Pierre Bourdon
f06b1106db
Merge pull request #2089 from degasus/remove_disable_efb_copy
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Remove disable efb copy
2015-02-24 23:31:05 +01:00
degasus
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
degasus
ac7102918d
OGL: support palette texture decoding
2015-02-24 22:51:55 +01:00
Tillmann Karras
f298f00e1b
Clean up the intrinsics #ifdef mess
2015-02-24 01:02:36 +01:00
Ryan Houdek
e9ac4d53a6
Implement full occlusion queries for the Nexus 9.
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GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
Ryan Houdek
a5b4ac6faa
[GLExtensions] Add support for NV_occlusion_query_samples.
2015-02-21 17:24:32 -06:00
Jules Blok
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
magumagu
c0a4760f0e
Decode EFB copies used as paletted textures.
...
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
Ryan Houdek
15e41c67f8
Change RunVertices' function arguments.
...
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
mr.greywater
c43da7e00b
D3D: replace memset, fix warning
2015-02-12 14:45:05 +01:00
mr.greywater
442b7ba99c
D3D: Add debug object name for efb encoder pixel shader
2015-02-12 14:34:36 +01:00
mr.greywater
b5ffba3291
D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName
2015-02-12 14:34:35 +01:00
mr.greywater
3d3a68a2f0
D3D: Add break on error in debug build
2015-02-12 14:34:34 +01:00
magumagu
0f96a0104e
Merge pull request #1752 from Buddybenj/clean-up
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Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater
2434b531f3
D3D: Fixed crash rendering EFB textures with MSAA
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau
c18c50a0e1
Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
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D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
degasus
081137bd4f
VideoBackends: set GLInterface to zero after deleting it
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This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash
9476756d43
OGL: Fix a memory leak that would occur every time a game is launched
2015-01-31 16:00:53 -05:00
Rohit Nirmal
5203c4ef7b
Silence -Wunused-variable warning.
2015-01-28 18:09:07 +00:00
magumagu
0030ad9ecf
Fix D3D regression from PR1948.
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Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.
This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
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Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
da31314775
Merge pull request #1970 from magumagu/d3d-cleanup
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D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
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Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu
897b678d24
D3D: delete unnecessary code.
2015-01-26 10:58:32 -08:00
magumagu
9dbb9bf3b5
Make sure EFB2RAM buffer is wide enough for new coordinate system.
2015-01-25 23:32:32 -08:00
magumagu
33259c272b
Remove some debugging junk.
2015-01-25 23:11:36 -08:00
magumagu
cb05730127
Use linear sampling in ScaleByHalf mode.
2015-01-25 23:05:23 -08:00
magumagu
1ee09ced0a
Fix OpenGL coordinate computation.
2015-01-25 21:38:30 -08:00
magumagu
cb5d3fce4f
Fix stupid mistake.
2015-01-25 21:20:25 -08:00
magumagu
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
Jules Blok
5c4ee2f71e
PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
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Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
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There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
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Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki
4f324ad742
Clean Up
2015-01-24 17:10:21 -06:00
Lioncash
9cdfe889af
Coding style cleanup from the zfreeze merge
2015-01-24 15:16:48 -05:00
Scott Mansell
14baf038e7
Stop doing nastly shit to OpenGL stream buffers.
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Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
magumagu
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
Scott Mansell
5510c86b81
Move Zfreeze code out individual backends into videoCommon
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Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011
add59b3bea
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
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- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
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OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell
418296961c
Fix various issues with zfreeze implemntation.
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Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765
Cleanup and refactor of zfreeze port
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Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3
Initial port of zfreeze branch (3.5-1729)
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Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Ryan Houdek
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
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Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek
714697faaf
Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
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Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
Markus Wick
0d0f7ec662
Merge pull request #1894 from Armada651/exclusive-fix
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D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok
332d5888eb
VideoConfig: Add exclusive mode flag.
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Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner
4768d0f0a8
This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
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The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek
4551bb6ce6
Add support for two new OpenGL ES extensions.
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This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
Ryan Houdek
7e64869185
Merge pull request #1887 from Tilka/vertex_loader_jit
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VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
degasus
615ae9f106
TexCache: remove PC_TexFormat
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras
68d204e877
D3D: remove unused variable
2015-01-18 12:59:33 +01:00
degasus
3630de99ed
VideoSW: Fix vertex skipping
2015-01-18 04:52:56 +01:00
magumagu
7d5abb4eb4
D3D: allow selecting adapters with no outputs.
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The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok
8d69658a9d
Add exclusive mode OSD messages.
2015-01-17 16:11:17 +01:00
Jules Blok
b87fddb027
D3D: Allow borderless fullscreen to be turned on/off during gameplay.
2015-01-17 16:11:12 +01:00
Jules Blok
803bea5004
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-16 16:01:29 +01:00
Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
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Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
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Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
Stevoisiak
cb86db7b68
Minor consistency changes
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Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus
7284312568
OGL: Warn about wrong texture sizes
2015-01-11 22:47:40 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
Markus Wick
6c46f27709
Merge pull request #1501 from degasus/texture_creation
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D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181
56e93f8fdd
Update size_in_bytes of texture cache entries when copying efb to ram
2015-01-10 13:47:52 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
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This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
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This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok
031096c8d4
FramebufferManager: Remove unnecessary sampler declaration.
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It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Markus Wick
f080e0221e
Merge pull request #1758 from rohit-n/build-pch
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Fix building with PCH disabled.
2015-01-06 20:42:50 +01:00
Markus Wick
25fac0282c
Merge pull request #1764 from Armada651/safe-exclusive
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D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-06 11:00:47 +01:00
Jules Blok
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
Rohit Nirmal
bad5aef5df
Fix building with PCH disabled.
2015-01-04 10:45:35 -06:00
Jules Blok
3b9c070ee0
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-04 16:42:16 +01:00
Patrick A. Ferry
069a0864c0
Scale the offset to the IR scale
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The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
Patrick A. Ferry
eebd7da443
Fix stretching with Virtual XFB in D3D
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This change matches the behaviour of OpenGL.
This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.
See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok
dddaa11595
OGL: Fix stereoscopy not being applied properly while the game is running.
2015-01-03 01:36:43 +01:00
Jules Blok
582a15deb3
PostProcessing: Mark all shaders constant.
2015-01-02 20:03:20 +01:00
Jules Blok
26a9afa0e7
Anaglyph: Use matrices instead of vectors.
2015-01-02 14:32:42 +01:00
Jules Blok
491de39325
PixelShaderCache: Implement Dubois algorithm in anaglyph shader.
2015-01-02 03:06:11 +01:00
Jules Blok
e3969f763e
PostProcessing: Use Dubois algorithm for anaglyph shader.
2015-01-02 03:02:28 +01:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
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OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek
479d1e56c3
Merge pull request #1783 from degasus/disablelogs
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OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
Jules Blok
29e05c5ff8
Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
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Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
degasus
1ed41672f5
OGL: disable driver warnings fetch
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This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
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D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
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Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
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Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok
730a6e5f4b
D3D: Fix Virtual XFB viewport.
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Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok
81d1b7f0c2
XFBEncoder: Cosmetics.
2014-12-28 16:30:48 +01:00
Jules Blok
d7037ae492
PixelShaderCache: Don't use GetDimensions() for the sample count.
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This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Markus Wick
7764a5ed9d
Merge pull request #1733 from degasus/glx
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GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +01:00
Jules Blok
833513f384
XFBEncoder: Sample the first layer of the resolved EFB texture.
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Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
49137c7c2c
FramebufferManager: Return framebuffer target size in GetTargetSize().
2014-12-25 00:57:52 +01:00
Jules Blok
1bbb323e97
D3D: Remove obsolete Real XFB codepath.
2014-12-24 23:55:04 +01:00
Jules Blok
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
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Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
Jules Blok
a845aeeb3d
FramebufferManager: Copy all EFB layers to the XFB.
2014-12-24 18:45:19 +01:00
Jules Blok
59bea317d7
GeometryShaderCache: Cosmetics.
2014-12-24 17:22:24 +01:00
Jules Blok
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
Jules Blok
a9364cd5db
OGL: Support stereoscopic XFB blit to screen.
2014-12-24 17:22:23 +01:00
Jules Blok
12412ac5b7
FramebufferManager: Copy all EFB layers to the XFB framebuffer.
2014-12-24 17:22:22 +01:00
Markus Wick
5526b39320
Merge pull request #1748 from Armada651/stereo-format
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FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
01718eafa6
FramebufferManager: Use a separate layer variable.
2014-12-23 13:16:03 +01:00
Jules Blok
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00
Jules Blok
ba242d27c8
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-21 15:25:58 +01:00
degasus
809117102e
VideoCommon: split VertexLoaderBase from VertexLoader
2014-12-21 14:12:43 +01:00
degasus
a71c8158d9
VertexLoader: remove inlined getters
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They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus
1281798992
VertexLoaderUid: remove operator<
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Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus
ec28a80e00
VideoLoader: remove VAT_*_FRACBITS
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They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.
This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
Ryan Houdek
59e1a8a1a0
Merge pull request #1736 from degasus/osd
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OSD
2014-12-20 23:21:24 -06:00
Ryan Houdek
829132d465
Merge pull request #1732 from Sonicadvance1/stupid_android_garbage
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Work around broken Android garbage.
2014-12-20 15:29:38 -06:00
Ryan Houdek
f2d998c938
Work around broken Android garbage.
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This fixes running Dolphin on the Nexus 9.
Android's EGL stack has internal arrays that they use for tracking OpenGL function usage. Probably has something to do with their OpenGL profiling
garbage that used to be in ADT.
Android has three of these arrays, each statically allocated.
One array is for all GLES 1.x functions
One array is for all GLES 2.0/3.0/3.1 and a couple of extensions they deem worthy of being in this array.
The last array is for all function pointers grabbed via eglGetProcAddress that isn't in the other two arrays.
The last array is the issue that we are having problems with. This array is 256 members in length.
So if you are pulling more than 256 function pointers that Google doesn't track in their internal array, the function will return NULL and yell at you
in logcat.
The Nvidia Shield Tablet gets around this by replacing part of the EGL stack with their own implementation that doesn't have this garbage.
The Nexus 9 on the other hand doesn't get away with this. So we pull >100 more function pointers than the array can handle, and some of those we need
to use.
The workaround for this is to grab OpenGL 1.1 functions last because we won't actually be using those functions, so we get away with not grabbing the
function pointers.
2014-12-20 15:15:57 -06:00
Dolphin Bot
f978d141c8
Merge pull request #1720 from Armada651/stereo-msaa
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FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus
a858db1d27
OGL: move osd warning for not supported stereo mode into config validation
2014-12-20 19:54:00 +01:00
degasus
ed9c14e0d5
OGL: Fix OGL3 with stereo enabled
2014-12-20 19:13:34 +01:00
Jules Blok
d37b65c117
FramebufferManager: Support resolving a multi-layered EFB in OGL.
2014-12-20 16:08:00 +01:00
degasus
3322c55484
OGL: don't clear the stencil buffer
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We don't have one. This should remove some spamming of the nvidia driver.
2014-12-20 15:17:20 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Dolphin Bot
a560d8f150
Merge pull request #1716 from Armada651/geom-wireframe
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VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
degasus
e6137407ba
GLX: try to get an OpenGL 3.3 core context
2014-12-20 10:57:34 +01:00
Jules Blok
bc3ed44050
OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks.
2014-12-19 23:56:02 +01:00
Ryan Houdek
8c0e26d969
Minor changes to DriverDetails
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Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Jules Blok
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
Jules Blok
0ae082fb61
FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.
2014-12-19 22:37:28 +01:00
Ryan Houdek
0fec69001b
Fixes Adreno 400 slow performance.
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Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
2014-12-19 21:31:37 +00:00
Jules Blok
1b9fe70d7c
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
2014-12-19 14:10:53 +01:00
Jules Blok
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
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VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Markus Wick
c7b809d46b
Merge pull request #1669 from degasus/swvertexloader
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Video Software Vertex Loader
2014-12-18 19:30:56 +01:00
shuffle2
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
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D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Jules Blok
1f84f4632d
OGL: Check OpenGL version for geometry shader support.
2014-12-18 00:37:16 +01:00
Jules Blok
93ce95b48e
D3D: Use ROUND_UP macro for rounding buffer sizes.
2014-12-18 00:37:15 +01:00
Jules Blok
3d9dfad6a2
D3D: Set the geometry shader before every draw call.
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And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
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This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733
GeometryShader: Disable the geometry shader stage if it is a pass-through shader.
2014-12-18 00:36:48 +01:00
Jules Blok
2850c9a206
VertexManager: Disable culling for lines and points.
2014-12-18 00:36:47 +01:00
Yuriy O'Donnell
5688c27610
D3D: Moved setting texture by slot mask into StateManager
2014-12-17 23:41:26 +01:00
Markus Wick
98292682fe
Merge pull request #1709 from unknownbrackets/attributeless-fix
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OGL: Attempt a larger buffer to workaround 7946
2014-12-17 14:20:54 +01:00
Unknown W. Brackets
5b51f5a801
OGL: Attempt a larger buffer to workaround 7946.
2014-12-16 22:20:45 -08:00
magumagu
31bcdb8f2f
D3D+OGL: choose blendenable over logicopenable.
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No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
8ae738ff30
VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
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This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
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This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
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And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
6c7bed25a5
Cosmetics
2014-12-14 13:29:27 +01:00
Jules Blok
fd6b588627
D3D: Define decimals in floating point numbers
2014-12-14 13:28:49 +01:00
Jules Blok
a6ac7dd5bd
D3D: Fix Nvidia 3D Vision memory leak
2014-12-14 13:28:49 +01:00
Jules Blok
6fe7d530ed
PixelShaderCache: Fix MSAA shaders.
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Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok
b2e73400be
Cosmetics
2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
Jules Blok
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
Jules Blok
3355d8086d
D3DUtil: Use a geometry shader to clear all slices.
2014-12-14 13:28:46 +01:00
Jules Blok
799697ad80
PSTextureEncoder: Add texture array support.
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We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok
ced733ccdf
PixelShaderCache: Add texture array support to static shaders.
2014-12-14 13:28:46 +01:00
Jules Blok
d58e389f67
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
2014-12-14 13:28:45 +01:00
Jules Blok
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
Jules Blok
4f6ce0f236
D3D: Add geometry shader instancing support.
2014-12-14 13:28:44 +01:00
Jules Blok
ca766747a8
D3DTexture: Bind textures as texture arrays.
2014-12-14 13:28:43 +01:00
Jules Blok
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
Jules Blok
9d9bd5341d
D3D: Restore viewport after stereo blitting.
2014-12-14 13:28:43 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Jules Blok
e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
Jules Blok
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
Jules Blok
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
Unknown W. Brackets
1c316eb18c
OGL: Correctly define attrib 0 in attributeless.
2014-12-13 21:02:15 -08:00
skidau
15f7e63cc2
Merge pull request #1650 from unknownbrackets/attributeless-fix
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OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
Jules Blok
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
Jules Blok
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
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Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
skidau
68a4cc6b72
Merge pull request #1686 from degasus/master
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OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
degasus
d5eeb9b713
VideoSW: rewrite VertexLoader to use the VideoCommon one
2014-12-13 10:29:08 +01:00
skidau
d02eb3ca59
Merge pull request #1640 from rohit-n/switch-default
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Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Yuriy O'Donnell
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
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Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
degasus
1a5d791964
OGL: fix efb pokes
2014-12-12 16:11:17 +01:00
Rohit Nirmal
b030d29067
Silence some -Wswitch-default warnings.
2014-12-11 22:23:05 -06:00
Dolphin Bot
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
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D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Unknown W. Brackets
029f8c3c3f
OGL: Ensure a VAO is bound for all attributeless.
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Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Unknown W. Brackets
de2abbed17
OGL: Move attributeless VAO creation to Init.
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This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets
290fd545e6
OGL: Bind the attributeless VAO before EFB copies.
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Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets
0861cb8744
OGL: Properly reset the attributeless VAO.
2014-12-10 20:11:48 -08:00
degasus
02cdb41d3d
VideoCommon: Rename s_pCurBufferPointer
2014-12-09 18:56:27 +01:00
degasus
50de4238bb
VertexLoader: Move the old Datareader function into VertexLoader
2014-12-09 18:56:27 +01:00
Markus Wick
ff4526b4a9
Merge pull request #1657 from Tinob/master
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Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Rodolfo Bogado
cf7512683c
spaces cleanup
2014-12-07 20:28:27 -03:00
Yuriy O'Donnell
e90604c5ed
D3D: Fixed debug validation error
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A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
80459c52e9
D3D: StateManager m_current and m_pending are now value-initialized
2014-12-07 18:45:49 +01:00
Yuriy O'Donnell
0e18e9e80d
D3D: Removed cull mode changes for lines and points
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Ryan Houdek
ce7c52eca0
Enables stereo rendering with OpenGL ES 3.1 + AEP.
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If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.
We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets
b19cff8a08
OGL: Use a fixed VAO for attributeless rendering.
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Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.
Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Rodolfo Bogado
c2de38c115
use SAFE_RELEASE to make code cleaner
2014-12-06 10:46:15 -03:00
Rodolfo Bogado
817d025328
small spacing fixes
2014-12-05 23:54:34 -03:00
Rodolfo Bogado
c7bb8fba9e
Added support test for bbox and some naming corrections
2014-12-05 18:51:23 -03:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
Jules Blok
42bb48bd46
FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer.
2014-12-05 00:36:10 +01:00
skidau
7bc78827ed
Merge pull request #1574 from degasus/profiler
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Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Lioncash
88cd27bbca
Merge pull request #1392 from kayru/d3d_viewport_depth
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D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Jules Blok
40920b3823
OGL: Don't use texture arrays for MSAA.
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This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
degasus
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
Yuriy O'Donnell
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
1fe3d07cbd
D3D: Removed somewhat mysterious comment
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It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
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This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek
38dfc970df
Fixes OpenGL ES rendering.
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sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek
2d2baec65d
Merge pull request #1595 from degasus/master
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OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
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OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus
c63a38088a
OGL: require GL version >= 3.0
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This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash
4afb85ef33
Merge pull request #1584 from degasus/master
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OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash
aa92797f93
Merge pull request #1582 from Stevoisiak/newImprovedFormatting
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More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash
c0fd319295
VideoOGL: Move X11 wxWidgets utilities to DolphinWX
2014-11-24 21:15:52 -05:00
Stevoisiak
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
Jules Blok
145e0cc84c
OGL: Display the stereoscopy support warning before the stereo setting is reset.
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Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus
ed9f258b27
GeometryShader: Don't read from output variables
2014-11-23 14:30:12 +01:00
Jules Blok
106df04e8e
GeometryShaderGen: Declare the vertex array size.
2014-11-23 14:30:12 +01:00
Jules Blok
21eabc1b9d
OGL: Add warning message when stereoscopic 3D is enabled but unsupported.
2014-11-23 14:27:40 +01:00
Jules Blok
0f63186371
TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
2014-11-23 14:27:40 +01:00
Jules Blok
9994ccb342
PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
8210b9c915
TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
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Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
4d075c2efb
ProgramShaderCache: Abort shader compilation if geometry shader failed to compile.
2014-11-23 14:27:40 +01:00
Jules Blok
6642af2404
OGL: Remove Virtual XFB SBS support.
2014-11-23 14:27:40 +01:00
Jules Blok
ab76cf8b5e
PostProcessing: Apply color correction to the anaglyph shader.
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The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok
081212b765
TextureCache: Force mono copies of the depth buffer.
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Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok
2cb2290910
TextureCache: Fix invalid cast.
2014-11-23 14:27:39 +01:00
Jules Blok
c0a5ae1746
OGL: Also redefine glFramebufferTexture on OpenGL ES.
2014-11-23 14:27:39 +01:00
Jules Blok
aa57feb9a8
ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled.
2014-11-23 14:27:39 +01:00
Jules Blok
f74d1b16ed
OGL: Add Top-and-Bottom stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
c3ad6e7820
PostProcessing: Add support for anaglyph stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
6c8f3fa861
VideoConfig: Add StereoMode enumeration.
2014-11-23 14:27:39 +01:00
Jules Blok
0eb0c47eba
Render: Improve SBS presentation.
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New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok
d7804a4d3e
Cosmetics.
2014-11-23 14:27:39 +01:00
Jules Blok
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
Jules Blok
4d9589b35f
Cosmetics.
2014-11-23 14:27:38 +01:00
Jules Blok
35342664e3
OGL: Disable stereoscopy if the GPU does not support geometry shaders.
2014-11-23 14:27:38 +01:00
Jules Blok
f370cb386c
ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
2014-11-23 14:27:38 +01:00
Jules Blok
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
Jules Blok
284be96cd5
OGL: Recreate the framebuffers when the stereo setting changes.
2014-11-23 14:26:56 +01:00
Jules Blok
d583720a59
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
2014-11-23 14:26:56 +01:00
Jules Blok
0a72cf94cb
TextureCache: Ignore the geometry shader if stereoscopy is disabled.
2014-11-23 14:24:09 +01:00
Jules Blok
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
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ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok
4fe9ceeee2
TextureCache: Set proper vertex limit in geometry shader.
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Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok
5944d15021
TextureCache: Check the number of layers before reusing a texture.
2014-11-23 14:23:42 +01:00
Jules Blok
80616c6e9e
TextureCache: Implement layered framebuffer support.
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Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok
c64486075d
PostProcessing: Add layered stereoscopy support.
2014-11-23 14:23:41 +01:00
Jules Blok
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
degasus
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
degasus
36fe8ccf46
OGL: also show driver warnings on release builds
2014-11-22 15:07:52 +01:00
Ryan Houdek
2fdeefb65b
Adds support for OpenGL ES draw_elements_base_vertex.
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This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.
This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
Fiora
3ddf82a318
Vertex Loader: SSE implementations of more position/texcoord/normal formats
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~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex
fb50cb6d99
Merge pull request #1550 from degasus/bbox
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OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek
a3f9f21e08
Merge pull request #1571 from degasus/master
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OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau
32f2cd8c7f
Merge pull request #1566 from Sonicadvance1/fix_gl21
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Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus
ff942d44b5
OGL: fix buffer destruction
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This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus
c211450b99
OGL: implement bounding box support with ssbo
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This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash
b94dbca160
Host: Kill off GetRenderWindowSize
2014-11-17 13:44:49 -05:00
Ryan Houdek
3bfa15d2e1
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
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This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.
The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
comex
890b788633
Merge pull request #1467 from waddlesplash/dolphin-qt
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DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier
29593d403b
Move GLInterface to the OGL VideoBackend's directory.
2014-11-02 12:16:33 -05:00
Ryan Houdek
13d58b3f16
Merge pull request #1460 from phire/moreGetPointer
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Remove GetPointers in VideoSoftware.
2014-11-02 09:57:16 -06:00
skidau
59c673aec6
Merge pull request #1161 from rohit-n/ogl-vector
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OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash
9ab924513e
VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
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EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Scott Mansell
b929f764f2
Remove GetPointers in VideoSoftware.
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This same code was previously fixed in VideoCommon, just
updating this to match.
We are down to 121 GetPointers.
2014-11-01 16:29:19 +13:00
Ryan Houdek
3e82cb4628
Merge pull request #1440 from Sonicadvance1/attributeless-workaround
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Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek
181ff6750e
Implements PP shader system using attribute workaround.
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This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.
I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal
2a878d7726
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-10-29 20:59:34 -05:00
skidau
e0393be347
Merge pull request #1418 from degasus/master
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OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek
daabcfd6fc
Removes Qualcomm's rotated framebuffer bug from DriverDetails.
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Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
Ryan Houdek
52e6a940cf
Merge pull request #1414 from kayru/d3d_optimization
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D3D: Couple of small optimizations
2014-10-29 13:26:50 -06:00
comex
073cce959a
Create userdir/Dump/Frames as needed.
...
This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus
ce9ef2c438
OGL: fix interpolation of PP shaders
2014-10-27 21:15:32 +01:00
Yuriy O'Donnell
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
Yuriy O'Donnell
0c5a572f8d
D3D: Use two buffers for VertexManager
2014-10-26 23:38:15 +01:00
Yuriy O'Donnell
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
Lioncash
49b94e5285
OGL: Get rid of error macros
2014-10-26 04:54:58 -04:00
skidau
7c58eb344d
Merge pull request #1378 from lioncash/gl
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GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau
bc26cb1b19
Merge pull request #1322 from degasus/ogl-pp
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OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash
b1bdce7d77
TextureCache: Get rid of explicit deletes in SaveTexture
2014-10-24 08:47:06 -04:00
Lioncash
3509a6d03e
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-23 13:04:19 -04:00
Ryan Houdek
a2c8783417
Enables EarlyZ support in OpenGL ES 3.1.
2014-10-23 07:34:07 -05:00
comex
00c6ec97a6
Merge pull request #1347 from comex/header-hygiene
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Add missing includes where headers depend on other headers having been included first.
2014-10-22 23:23:58 -04:00
degasus
7292ea6a04
OGL: force enable postprocessing
2014-10-23 00:21:52 +02:00
skidau
5d4b4c793a
Merge pull request #1340 from Sonicadvance1/EGL-fixes
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Remove hard dependencies of GLX and libGL from Dolphin.
2014-10-22 13:15:46 +11:00
comex
6e774f1b64
Add missing includes where headers depend on other headers having been included first.
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This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Yuriy O'Donnell
72ba13ca8a
D3D: Enabled depth clipping
2014-10-21 06:26:20 +02:00
skidau
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
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Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek
e236d28585
Remove a hard dependency from libGL from the software renderer.
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I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
2014-10-19 07:48:14 -05:00
Yuriy O'Donnell
97423d5ed8
D3D: Fixed anisotropic filtering.
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This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
b78396847f
D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
2014-10-17 22:24:57 +02:00
Yuriy O'Donnell
9bdfd4a833
D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled
2014-10-16 18:27:43 +02:00
Yuriy O'Donnell
bea68c95a4
D3D: Fixed uninitialized members of gx_state
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
e7f8032d7d
D3D: State cache now uses BitField to define packed render states
2014-10-15 20:22:40 +02:00
Yuriy O'Donnell
2e4667caaa
D3D: Moved render state cache into separate source files.
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Refactored StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell
f434bd7d3f
D3D: Implemented cache for dynamic render states
2014-10-15 20:22:39 +02:00
skidau
8912315596
Merge pull request #1290 from lioncash/xfb
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Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
skidau
8ef21bc5e2
Merge pull request #1272 from RisingFog/sconfig-dump-frames
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Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
slx7R4GDZM
5a3f19aeaf
Fix XFB scaling in D3D
2014-10-14 22:25:31 -04:00
comex
5b8722b6f2
Don't pass u64 (which may be long long) to %lu.
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A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex
a27f5fe301
Remove another auto .. -> declaration.
2014-10-14 01:10:35 -04:00
skidau
9551650c42
Merge pull request #1095 from crudelios/sw-bbox
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Reimplement Bounding Box calculation using the software renderer.
2014-10-13 15:57:11 +11:00
Lioncash
01f1768c55
Merge pull request #1273 from lioncash/iamanidiot
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Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:46:42 -04:00
Lioncash
b315040c6b
Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:30:08 -04:00
Fog
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
Fog
cd0c784d5a
Changed Dump Frames References
2014-10-12 19:51:13 -04:00
crudelios
9786f54414
Fixed a small bug.
2014-10-10 12:28:17 +01:00
crudelios
987bd8bb8f
Several small optimizations.
2014-10-10 12:28:16 +01:00
crudelios
176ea06e82
Get buildbot to compile.
2014-10-10 12:28:15 +01:00
crudelios
47c67f014f
Fix linux build and various warnings.
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Increase savestate version.
2014-10-10 12:28:13 +01:00
crudelios
2d4b7e3f3f
Reimplement Bounding Box calculation using the software renderer.
2014-10-10 12:27:06 +01:00
skidau
215685a6fe
Merge pull request #1214 from rohit-n/format-warning
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OGL: Silence string format warnings.
2014-10-06 16:12:40 +11:00
skidau
871d308b88
Merge pull request #1206 from comex/amperspocalypse
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Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
Rohit Nirmal
12c6f97d80
OGL: Silence string format warnings.
2014-10-03 12:07:10 -04:00
comex
7f6284c2fc
Change a bunch of reference function arguments to pointers.
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Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk
f6c6f03cce
Add on screen frame counter.
2014-09-30 18:49:44 -04:00
Tony Wasserka
13fc8e7df1
Merge pull request #578 from RachelBryk/IR
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Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex
2eebdff01b
Remove useless STACKALIGN macro.
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It only ever did anything on 32-bit OS X.
Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
comex
b8e31c1d3e
Add OpenGL 4.0-4.5 core extensions.
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This noticeably includes GL_ARB_get_program_binary, which was previously
thought unsupported on OS X. Well, actually, the OS X implementation is
trivial and reports 0 binary formats (as of 10.10; this is hardcoded in
GLEngine, by the way), but at least it'll work if it's fixed someday.
2014-09-29 00:36:45 -04:00
comex
0ae9e398c8
Rejigger some FIFO buffer variables to be more rational.
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videoBuffer -> s_video_buffer
size -> s_video_buffer_write_ptr
g_pVideoData -> g_video_buffer_read_ptr (impl moved to Fifo.cpp)
This eradicates the wonderful use of 'size' as a global name, and makes
it clear that s_video_buffer_write_ptr and g_video_buffer_read_ptr are
the two ends of the FIFO buffer s_video_buffer.
Oh, and remove a useless namespace {}.
2014-09-28 21:25:12 -04:00
comex
f0131c2e09
Mechanical changes to move most CP state to a struct rather than separate globals.
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The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
Rachel Bryk
4fe1119e52
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini.
2014-09-25 19:50:25 -04:00
skidau
fb18d5376f
Merge pull request #1142 from lioncash/linucks
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Fix some warnings on Linux
2014-09-23 13:43:18 +10:00
Lioncash
836ff6d506
Fix some warnings on Linux
2014-09-21 20:13:22 -04:00
Lioncash
23b82bbacd
OGL: Get rid of explicit deletes in RasterFont
2014-09-21 20:06:13 -04:00
Tony Wasserka
1d23c2ca8b
GPU: Only load the relevant color components upon writes to the tev color registers.
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The other two components need not be valid upon write, hence loading them results in glitches.
Fixes issue 6783.
2014-09-21 10:38:22 +02:00
Ryan Houdek
eb23882398
Merge pull request #1120 from rohit-n/muh-precompiled-headers
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Fix build failing when disabling precompiled headers.
2014-09-19 17:43:42 -05:00
Rohit Nirmal
46057db37d
Fix build failing when disabling precompiled headers.
2014-09-19 18:17:51 -04:00
Ryan Houdek
c5f9301e6e
Add a comment to the software renderer that stride should be implemented
2014-09-19 12:33:15 -05:00
magumagu
32e5043b29
WIP XFB scaling.
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Still an ugly mess.
2014-09-19 12:33:15 -05:00
Rohit Nirmal
c0f7cab3f5
Remove extra semicolons at the ends of some lines.
2014-09-10 12:17:38 -04:00
Ryan Houdek
71cb09f1ca
Merge pull request #1027 from rohit-n/change-include
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Include CommonTypes.h instead of Common.h.
2014-09-10 00:35:16 -05:00
skidau
d1439bc1db
Merge pull request #1041 from RachelBryk/kill-g_CoreStartupParameter
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Kill Core::g_CoreStartupParameter.
2014-09-10 11:00:42 +10:00
Rachel Bryk
f93aa7087c
Kill Core::g_CoreStartupParameter.
2014-09-09 00:24:49 -04:00
Fiora
94c20db369
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Rohit Nirmal
fbc64984ca
Include CommonTypes.h instead of Common.h.
2014-09-08 15:39:58 -04:00
shuffle2
0576046fdd
Merge pull request #972 from Sonicadvance1/fix-intel-windows
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Work around Intel's failings with buffer_storage
2014-09-05 11:06:49 -07:00
Fiora
07e0c917c6
Revert "JIT64: optimize CA calculations"
2014-09-05 10:26:30 -07:00
comex
97420c6ec6
Merge pull request #852 from FioraAeterna/optimizeca
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JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
comex
e7f03dd066
Merge pull request #948 from comex/vao-fix
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Don't switch to a vertex array object of 0.
2014-09-05 11:46:28 -04:00
Jasper St. Pierre
ea1245d191
TextureDecoder: Pass the TLUT address straight into the texture decoder
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This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
fcd4ecc942
TextureDecoder: Add an enum for the TLUT formats
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Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
a8e591dc73
VideoCommon: Remove support for decoding to ARGB textures
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The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Sonicadvance1
e32b2e1771
Work around Intel's failings with with buffer_storage
2014-09-04 19:03:49 -05:00
Lioncash
cf390ba537
OGL: Make rasters 2D array static in RasterFont
2014-09-03 22:59:13 -04:00
Lioncash
89557f6c2f
OGL: Fix constant casing in RasterFont
2014-09-03 22:59:05 -04:00
comex
b48e059173
Don't switch to a vertex array object of 0.
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This causes glDrawArrays to fail in core profile, and thus on OS X, see:
http://renderingpipeline.com/2012/03/attribute-less-rendering/
There must be something bound, even though it is not used.
Fixes #7599 . I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
2014-09-03 00:10:45 -04:00
Shawn Hoffman
266992684d
msvc: remove some remnants of SDL and DSound from projects and general cleanup.
2014-09-01 21:27:44 -07:00
Fiora
b51aa4fa89
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
Pierre Bourdon
494a60e41b
VertexLoader: Change VtxDesc to use u64 instead of u32
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This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
2014-09-01 11:18:02 +02:00
Lioncash
844d45b26e
D3D: Clean up brace placements
2014-08-30 18:06:47 -04:00
Lioncash
1d706b2311
Get rid of C-style empty function parameter indicators
2014-08-30 15:23:48 -04:00
Ryan Houdek
c908a1e212
Merge pull request #882 from Sonicadvance1/fix-pp-blackness
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Fix PostProcessing shader garbage on screen.
2014-08-28 10:29:03 -05:00
Ryan Houdek
ca68526ec7
Clear the texture used by PP shaders prior to use.
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We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
comex
e31d6feaa2
Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
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The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
comex
e0f35e0e59
Remove unused declarations.
2014-08-23 15:26:59 -04:00
Lioncash
f17dcd2019
Merge pull request #764 from magcius/new-nogui-2
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Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman
5471c71819
msvc: resolve all warnings in VideoBackends/OGL.
2014-08-19 22:33:47 -07:00
Shawn Hoffman
fd16065979
msvc: resolve all warnings in VideoBackends/Software.
2014-08-19 22:33:47 -07:00
Jasper St. Pierre
63f1a16969
Core: Remove UpdateFPSDisplay
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This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre
7ca8d8dfc7
Core: Don't pass through a reference to the window handle
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Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
Ryan Houdek
32fb61816b
Fixes PP-shaders on !Mesa targets.
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Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)
Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Pierre Bourdon
9e2fbaf405
Merge pull request #823 from KScorp/depthmatrixshaders
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Fixed depth matrix shaders in OpenGL and Direct3D to be more precise.
2014-08-17 22:08:42 +02:00
Lioncash
15a3b30e27
Merge pull request #790 from lioncash/ogl-cleanup
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Small OGL cleanup
2014-08-17 15:17:04 -04:00
KScorp
97dce14368
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.
2014-08-17 04:43:11 -05:00
Lioncash
f0743e2571
OGL: Removed some unnecessary preprocessor directives from Render.cpp.
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scrshotThread was also unused so that is removed as well.
Also added the algorithm header, since we use min and max here.
2014-08-16 23:57:06 -04:00
shuffle2
2270c3e90a
Merge pull request #797 from shuffle2/msvc-pch
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Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Lioncash
f11e587fa4
OGL: Get rid of an unnecessary WIN32 ifdef in main.cpp
2014-08-15 16:16:53 -04:00
Lioncash
7e3d1050f0
OGL: Add static to a function in NativeVertexFormat
2014-08-15 14:16:04 -04:00
Lioncash
32953fd968
OGL: Clean up parameters for some functions.
2014-08-15 14:15:23 -04:00
Lioncash
960b54670c
OGL: Fix brace and body placements
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Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Shawn Hoffman
f1b82a34b2
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-14 23:51:13 -07:00
Ryan Houdek
cced3b4a18
Change OpenGL's post processing to use the new VideoCommon PP object.
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Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13 01:05:15 -05:00
Ryan Houdek
6bdc32c54a
Add the VideoCommon PostProcessing class.
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This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Lioncash
bcd10bfda6
Software: Fix function casing in SWRenderer
2014-08-10 22:28:18 -04:00
Lioncash
f9f46f33d6
Software: Fix some if-statement body placements
2014-08-10 22:28:17 -04:00
Lioncash
34eb0c6e1c
Software: Fix over-indentation of SetupQuad()
2014-08-10 22:28:16 -04:00
Lioncash
4129cdeb4d
Software: Apply static to some functions
2014-08-10 22:28:15 -04:00
Lioncash
568bdec598
Software: Fix function casing in TextureEncoder
2014-08-10 22:28:14 -04:00
Lioncash
2918f46d8b
Software: Fix the formatting and function casing in Vec3.h
2014-08-10 22:28:04 -04:00
Lioncash
6625d9cba5
Software: Fix various brace styling errors
2014-08-10 21:18:38 -04:00
Lioncash
b95d9b43de
Software: Make an enum into a static constant in DebugUtil.cpp
2014-08-10 20:51:10 -04:00
Lioncash
b050657322
Software: Make constants char_width and char_height private in RasterFont
2014-08-10 20:48:28 -04:00
Lioncash
6b49ddfec9
Software: Get rid of an unnecessary format string in SWmain.cpp
2014-08-10 04:38:12 -04:00
Lioncash
2b341bb267
D3D: Remove an unnecessary call to Host_GetRenderWindowSize()
2014-08-08 19:21:41 -04:00
Lioncash
a66a7e1344
Isolate D3D and Software Renderer from wxWidgets code
2014-08-03 20:28:50 -04:00
Pierre Bourdon
226a9c2392
Move GLInterface around to remove VideoBackends dependency on DolphinWX
2014-08-02 09:34:39 -07:00
Ryan Houdek
7e83a0ea9b
Merge pull request #700 from jimbo1qaz/master
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Fix D3D Real XFB texture sampling.
2014-08-01 22:57:44 -05:00
degasus
5205d7baa6
ogl: fix rasterfont
2014-07-31 19:03:18 +02:00
Pierre Bourdon
83838a645f
Merge pull request #690 from Armada651/d3dfullscreen_fixes
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Exclusive fullscreen fixes
2014-07-30 16:28:56 -07:00
Jules Blok
4501aeefbe
CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
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Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.
Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
Matthew Parlane
a3ca3b0424
Merge pull request #696 from lioncash/more-forward-decls
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Convert some more header inclusions into forward declarations
2014-07-30 13:53:48 +12:00
Lioncash
b03c12764d
Really get rid of the MSVC 2005 workaround completely
2014-07-29 21:20:43 -04:00
jimbo1qaz
fe9b7fa4f3
Fix D3D Real XFB texture sampling.
2014-07-29 18:15:01 -07:00
Lioncash
522a5c35ad
Convert some more header inclusions into forward declarations
2014-07-29 20:55:07 -04:00
Lioncash
4fa71dd59e
Remove fakepoll.h.
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It was only used for Windows XP and lower.
This also bumps the _WIN32_WINNT define in the stdafx precompiled headers to set the minimum version as Windows Vista.
2014-07-26 22:53:40 -04:00
Jules Blok
ed2c74a024
D3D: Set s_last_fullscreen_mode when constructing the renderer.
2014-07-26 13:47:11 +02:00
Pierre Bourdon
8e865f3848
Merge pull request #506 from Armada651/d3dfullscreen
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D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00
Jules Blok
06b13f12d3
D3D: Make the global swapchain static again.
2014-07-26 13:04:46 +02:00
Jules Blok
6724ce6275
Cosmetic changes based on feedback on PR #506 .
2014-07-26 13:04:39 +02:00
Jules Blok
bd9953d97e
Remove the 3D Vision hack.
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The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.
However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
Pierre Bourdon
906b05cb1c
Merge pull request #672 from delroth/vertex-loader
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Vertex loader: reduce dependency on global state
2014-07-26 02:03:03 +02:00
Pierre Bourdon
73f9a22e2e
VertexLoader: Remove global state dependency on g_nativeVertexFmt
2014-07-26 01:35:09 +02:00
Lioncash
5767691f4e
Get rid of a few C-style struct declarations
2014-07-23 20:36:45 -04:00
Jules Blok
4b3d579573
Renderer: Only notify the host when exiting fullscreen
2014-07-21 20:50:50 +02:00
Jules Blok
009b4dd376
Exit exclusive fullscreen when the stop confirmation is shown.
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Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00