Commit Graph

2940 Commits

Author SHA1 Message Date
Mathew Maidment 2d7dfa060e Merge pull request #3796 from endrift/indtev-simplify
VideoCommon: Workaround Intel OS X bug again
2016-04-29 19:59:45 -04:00
mimimi085181 8c34463f14 Make integral auto IR(multiple of 640x528) work as expected
Right now, it's possible that x and y are scaled differently, if efb and xfb size are not the same.
2016-04-26 23:25:38 +02:00
Jeffrey Pfau d6517a761c VideoCommon: Simplify indirect texture lookup code slightly 2016-04-23 22:55:52 -07:00
Jeffrey Pfau aa736bf258 Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups"
This reverts commit 1f1b127b69.
2016-04-23 22:55:42 -07:00
Pierre Bourdon 2063fc671a Merge pull request #3748 from mimimi085181/partial-updates-paletted-textures
Partial updates for paletted textures
2016-04-11 21:47:24 +02:00
Pierre Bourdon 61ea5328f7 Merge pull request #3774 from phire/Fix_Metroid_Other_M
Fix Metroid: Other M
2016-04-11 21:43:20 +02:00
degasus ef01f234df PixelShaderGen: Fixes implicit type conversion or PR #3772.
This regression did only happen on OpenGL ES.
2016-04-10 12:49:32 +02:00
Pierre Bourdon c4af588945 Merge pull request #3772 from degasus/shader_opt
PixelShaderGen: Move constant multiplication to constant generation.
2016-04-10 01:20:34 +02:00
mimimi085181 9f625417c0 Partial updates for paletted textures
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
2016-04-09 18:22:36 +02:00
Pierre Bourdon e98fb0af84 Merge pull request #3752 from mimimi085181/remove-use-only-once-restriction-partial-updates
Remove the restriction to use efb copies only once as partial update
2016-04-09 18:10:20 +02:00
Scott Mansell 5e50c37c13 Alternative fix: promote cycleslate to an s64 everywhere.
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
degasus 10e4f7e7bf PixelShaderGen: Move constant multiplication to constant generation.
No need to do this within the shader per pixel if it can be done once.
2016-04-09 12:25:00 +02:00
mimimi085181 befb2e4809 Partial texture updates: Allow the efb copy to start before the texture
This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.

It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
2016-04-02 20:34:49 +02:00
Stenzek e6b2212ec0 ShaderGen: Only specify storage qualifier in interface block when needed
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.

AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.

Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
2016-03-30 00:42:50 +10:00
mimimi085181 2dd9e6bfe2 Remove the restriction to apply efb copies only once as partial update
I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.

Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
2016-03-27 04:13:20 +02:00
Pierre Bourdon 2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Pierre Bourdon ae4cb12033 Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers
Workaround OS X video driver bug #24983074
2016-03-26 01:43:32 +01:00
EmptyChaos 0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
EmptyChaos 902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
Pierre Bourdon 647fec92a0 Merge pull request #3266 from mimimi085181/partial-updates-with-parts-of-efb-copies
Partial texture updates with parts of efb copies
2016-03-18 01:11:59 +01:00
Pierre Bourdon 421a67d7cc Merge pull request #3684 from Sonicadvance1/fix_vertexshadergen_asserts
Fix a few asserts in the VertexShaderGen.
2016-03-17 23:33:53 +01:00
mimimi085181 e4f984d5dd Minor fixes to the partial updates code
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
mimimi085181 80250f47e9 Partial texture updates with parts of efb copies new version 2016-03-16 22:24:10 +01:00
Ryan Houdek 95e7c247df Merge pull request #3700 from degasus/custom_textures
CustomTextures: Fix loading of the last mipmaps.
2016-03-14 09:35:40 -04:00
Ryan Houdek 4c4eaaa1d6 Merge pull request #3570 from endrift/indtev-reduce-shifting
VideoBackend: Remove extraneous shifts from indirect texture lookups
2016-03-10 13:12:47 -05:00
Ryan Houdek 3ab7806e24 Workaround OS X video driver bug #24983074
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
2016-03-09 09:11:00 -06:00
Pierre Bourdon c24c278ce9 Merge pull request #3709 from Sonicadvance1/mesa_intel_geometry_shaders
Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
2016-03-04 18:02:26 +01:00
Ryan Houdek ff0aac82b5 Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2 2016-03-04 10:45:13 -06:00
Ryan Houdek e60f0b3cf0 Merge pull request #3551 from RisingFog/videodump_proper_delay
Properly Handle Video Dumping from Power On
2016-03-03 10:38:36 -05:00
Pierre Bourdon 265c6408d6 Merge pull request #3686 from Armada651/revert-3578
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
2016-03-03 02:03:03 +01:00
degasus 1544e4049d CustomTextures: Fix loading of the last mipmaps.
Non-square textures still have mipmaps down to 1x1.
2016-03-02 23:25:04 +01:00
Mathew Maidment 3a47845226 Merge pull request #3675 from rohit-n/build-pch
Fix building with PCH disabled.
2016-03-01 18:22:53 -05:00
Ryan Houdek a8c37e5d6b Remove two more asserts in VertexShaderGen.
As confirmed by a hardware test if we are using the texgen type of COLOR_STRGBC0/STRGBC1 then it sets the texture coordinates to those values
regardless of what the input form or source row is.

Thanks to Ornox for testing again
2016-02-29 16:45:51 -06:00
Ryan Houdek 92e9382e61 Confirm with hardware test that the high bit of the input form is ignored.
Thanks to Ornox for testing
2016-02-29 16:45:51 -06:00
Ryan Houdek e1d36f91fc Fix a few asserts in the VertexShaderGen.
Removes a couple asserts in the vertex shader gen when dealing with the input form.
Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0
The other input form available is AB11, which sets the last two components to 1.0 (Theoretically).
No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences.

Confirmed correct by hardware test
2016-02-29 16:43:44 -06:00
Jules Blok 6d1628eda4 Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
This reverts commit e2a1a085b6, reversing
changes made to 2aea549eef.
2016-02-29 00:55:51 +01:00
Pierre Bourdon 961901daae Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Rohit Nirmal 14b0a9cf70 Fix building with PCH disabled. 2016-02-26 13:55:34 -06:00
Jules Blok e2a1a085b6 Merge pull request #3578 from Armada651/forced-slow-depth
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
2016-02-22 11:29:09 +01:00
Stenzek 1ce38a136d TextureConversionShader: Invert depth for Z24 encoder with D3D 2016-02-22 00:09:07 +10:00
Lioncash 1d6ee140f0 VideoBackendBase: Store video backends as unique_ptr 2016-02-20 19:07:40 -05:00
Chris Burgener d39d193c0f Properly Handle Video Dumping from Power On 2016-02-19 22:53:58 -05:00
Tillmann Karras 4ecd191a7e VertexShaderGen: turn pseudo-mod into a simple and
The type of posmtx has changed over time: half -> float -> int.
I assume this is supposed to be a modulo.
2016-02-20 03:29:08 +00:00
hdcmeta 8cc686b360 D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00
hdcmeta a2e2e36745 D3D12: Additions to VideoCommon to support D3D12 backend. 2016-02-15 09:48:23 -08:00
mimimi085181 bb4d636f34 Copy all layers of textures with CopyRectangleFromTexture 2016-02-14 21:17:06 +01:00
mimimi085181 99555a35ca For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
Ryan Houdek b2b0959f23 Geometry shader bug isn't fixed in 11.1.2 for Intel Sandy Bridge 2016-02-12 07:04:09 -06:00
Ryan Houdek cf6f9de350 Both Intel and Radeon Mesa geometry shader bugs are fixed in 11.1.2 2016-02-11 12:55:55 -06:00
Jens Nyberg 91772492dd VideoCommon: Remove unused pow functions 2016-02-10 02:57:09 +01:00