spycrab
a5534ec950
Vulkan: Show backend as Vulkan (MoltenVK) on macOS
2019-03-06 15:25:54 +01:00
Stenzek
21d81f99ff
VideoBackends: Fix GPU decoding of XFB buffers
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Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
f9869cb216
Vulkan: Support runtime selection of WSI
2019-02-15 18:40:46 +10:00
Jordan Woyak
69b617ce76
WiimoteEmu: Remove redundant Matrix library and use the one in Common.
2019-02-03 12:02:02 -06:00
Tilka
2d75797c63
Merge pull request #7747 from stenzek/vulkan-shutdown
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Vulkan: Shutdown fixes and cleanup/refactoring
2019-02-02 12:45:20 +00:00
Stenzek
3b033bf3f0
Vulkan: Move clear shader from Renderer to ShaderCache
2019-01-27 13:07:35 +10:00
Stenzek
e2cf238ec4
Vulkan: Move swapchain related members from Renderer to SwapChain
2019-01-27 12:59:57 +10:00
Stenzek
bd66db049a
Vulkan: Use device-local functions where possible
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Avoids a call into the loader library, which may improve performance
ever-so-slightly.
2019-01-27 12:51:04 +10:00
Stenzek
ce1cc2d9fa
Vulkan: Don't execute command buffer before shutting down
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We don't need to, and this was causing occasional crashes on Adreno.
2019-01-27 12:41:10 +10:00
Stenzek
b01df8670f
Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled
2019-01-27 12:31:12 +10:00
Stenzek
774480ba23
Vulkan: Set contents scale of Metal layer to screen factor
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This gives us a native resolution framebuffer.
2019-01-26 00:02:04 +10:00
Stenzek
ee0fa548bc
Vulkan: Don't bind last descriptor set if bounding box is unsupported
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Fixes crash on a4xx/Vulkan.
2019-01-25 11:15:57 +10:00
Stenzek
e9b02e7dd0
Vulkan: Remove unused UpdateUtilityUniformBuffer function
2019-01-25 11:15:57 +10:00
Stenzek
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek
e03b8e899e
Vulkan: Move texture upload buffer to ObjectCache
2019-01-25 11:15:57 +10:00
Stenzek
63dd91628d
Remove old RasterFont classes
2019-01-25 11:15:57 +10:00
Stenzek
600d1fc0bc
Renderer: Use imgui for drawing debug text and OSD
2019-01-25 11:15:57 +10:00
Stenzek
d1868d9475
RenderBase: Implement imgui rendering
2019-01-25 11:10:49 +10:00
weihuoya
66a7db3850
Always flush on swap
2019-01-08 18:28:59 +08:00
Stenzek
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
Stenzek
5ca18ff04e
Vulkan: Restore viewport/scissor state on RestoreAPIState
2018-12-04 17:36:08 +10:00
Stenzek
fa8262fa4a
Vulkan: Don't panic on missing color/depth buffer in config
2018-12-04 17:36:08 +10:00
Stenzek
2644e920cc
Renderer: Add backbuffer format to base class
2018-12-04 17:36:08 +10:00
Stenzek
1adcd47dcb
Renderer: Add a base Initialize() method to match Shutdown()
2018-12-04 17:36:08 +10:00
weihuoya
3ab0f02cec
vulkan: fx index buffer reserve size
2018-12-03 19:23:36 +08:00
Connor McLaughlin
6388992f62
Merge pull request #7039 from stenzek/moltenvk
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Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek
a0653a1a34
Vulkan: Fix incorrect fence being assigned to staging texture
2018-11-12 01:02:32 +10:00
Stenzek
673f1963a0
Vulkan: Support macOS via MoltenVK
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The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek
66b6e72c5e
Vulkan: Submit fewer command buffers in deferred EFB copies mode
2018-11-07 16:25:01 +10:00
Stenzek
8e2c063d62
TextureCache: Implement deferred/batched EFB copies
2018-11-07 16:25:01 +10:00
Stenzek
7c4607a05a
Vulkan: Add missing increment of draw call count
2018-10-28 11:32:26 +10:00
Stenzek
eb284b5d66
VideoBackends: Pass window system info from host on creation
2018-10-20 21:11:34 +10:00
Stenzek
1d827a5223
Renderer: Pull dimensions from GLInterface/Swapchain
2018-10-20 21:11:34 +10:00
Stenzek
a3961750a7
Drop Host_GetRenderSurface and pass display to backend
2018-10-20 21:11:34 +10:00
Tillmann Karras
97cc9894e4
Update to Visual Studio's default Windows SDK
2018-10-20 00:53:08 +01:00
Stenzek
448e19629d
Vulkan: Drop usage of VK_NV_glsl extension
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It's not providing a large performance improvement anymore, after the
more recent drivers introduced a new shader compiler.
2018-08-29 13:12:19 +10:00
Stenzek
3323265d91
FramebufferManager: Dynamic selection of EFB depth format
2018-07-19 21:47:42 +10:00
Stenzek
b30342d38f
VideoBackends: Support D24S8 abstract texture format
2018-07-19 21:47:42 +10:00
Techjar
dc2f22516c
Mark all video backend names for translation
2018-06-30 06:30:19 -04:00
Léo Lam
6ce9c96d91
Merge pull request #7027 from leoetlino/cleanup
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Use some C++17 features available since GCC 6
2018-06-04 20:50:50 +02:00
Stenzek
bc96557ec4
Externals: Update glslang to upstream commit 32d3ec3
2018-06-02 07:34:31 +00:00
Léo Lam
8a00a9e149
Remove old GCC version checks
2018-05-30 10:59:15 +02:00
Stenzek
640bfb8135
VideoConfig: Add a field for indicating logic op support in the backend
2018-05-26 00:07:20 +10:00
Stenzek
f74dbc794c
EFB2RAM: Apply copy filter as a float coefficient after sampling
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Lioncash
8a1a924e2e
Vulkan/PostProcessing: Make file-scope std::string instances const char arrays
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Avoids performing avoidable file-scope heap allocations
2018-05-21 12:29:05 -04:00
Markus Wick
c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
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TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Stenzek
3493d738ca
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
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This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
Stenzek
4faac3a627
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-03 14:09:32 +10:00
Stenzek
9e798eec94
Implement EFB copy filter and gamma in hardware backends
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Lioncash
b0dc823472
Common/Logging/Log: Wrap GENERIC_LOG macro's body in do { } while (0)
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Enforces the termination of GENERIC_LOGs with semicolons.
2018-04-16 12:11:32 -04:00
spycrab
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00
Lioncash
b184923540
Vulkan/CMakeLists: Migrate off add_dolphin_library
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Finishes the migration work started in 3a4c3bbe01
2018-04-02 08:29:37 -04:00
Lioncash
b818cc682c
VideoCommon/Vulkan: Explicitly link in xxhash
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Lessens the dependency on the LIBS variable (and also makes the required
libraries explicit).
2018-03-28 17:03:16 -04:00
Stenzek
2f1a7cbee1
Implement "Skip" ubershader mode
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Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
2018-03-26 01:57:41 +10:00
Helios747
b02b616930
[UI] Remove experimental tag from Vulkan
2018-03-21 15:12:12 -07:00
Lioncash
7926a0c814
Use __func__ instead of __FUNCTION__ where applicable
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This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
2018-03-16 13:41:53 -04:00
Lioncash
75f5fcdfee
Assert: Remove unused parameter from DEBUG_ASSERT
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This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
db810956ec
Vulkan: Provide a more accurate method of detecting drivers/vendors
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This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Stenzek
f9c829c7f7
OGL: Re-implement async shader compiling
2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
24df896eb8
VKShader: Fix incorrect loading of binary shaders
2018-03-10 15:56:27 +10:00
Stenzek
5e5dfe686a
VKPipeline: Fix render pass and add pipeline layout fields
2018-03-10 15:56:13 +10:00
Stenzek
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
Stenzek
2a6d9e4713
AbstractTexture: Add support for depth textures/formats
2018-03-01 17:31:24 +10:00
Stenzek
6374a4c4a8
AbstractTexture: Support multisampled abstract texture
2018-03-01 17:31:24 +10:00
Stenzek
887e3830ba
VideoBackends: Restore the framebuffer as part of the API state
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It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek
b4b0f3d942
Vulkan: Fix broken post-processing
2018-03-01 16:55:55 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
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We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek
c1b39ecc58
BPFunctions: Move upscaling of scissor rect to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
7c517226ed
Vulkan: Remove redundant YUYV conversion shaders
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These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
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It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony
096131c908
Merge pull request #6334 from stenzek/startup
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Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Anthony
4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
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Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Stenzek
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
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The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
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Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
TraceBullet
ab6f932347
Fix Auto-Adjust Window Size option making the window too large
2018-01-26 10:47:19 -05:00
Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
fd39103c73
Vulkan: Fix invalid stage mask in layout transitions
2018-01-26 12:33:24 +10:00
Stenzek
47f453d7aa
Vulkan: Fix waiting on non-existant fence when reading back
2018-01-26 12:33:24 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Stenzek
4997fbce44
Vulkan: Fix possible mismatch between EFB framebuffer and render pass
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This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek
0525726338
Vulkan: Move pipeline barrier outside render pass for EFB peeks
2018-01-11 15:36:01 +10:00
Stenzek
48a8063cd5
Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range
2018-01-11 15:30:27 +10:00
Stenzek
173a33886c
Vulkan: Move render pass management to ObjectCache
2018-01-11 15:21:34 +10:00
Stenzek
0e50b2c9f2
Vulkan: Add missing layout transition when resolving MSAA depth buffers
2018-01-11 15:21:33 +10:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
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For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
Lioncash
6ca85dbf0a
VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype
2017-12-02 20:20:13 -05:00
Lioncash
c7bc16811c
VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype
2017-12-02 20:15:32 -05:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
degasus
e8febd0cef
VideoCommon: Create a namespace for TextureConversionShaderGen.
2017-12-02 15:17:39 +01:00
Markus Wick
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Stenzek
cd68b3606c
Merge pull request #6193 from stenzek/readbacks
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Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Stenzek
cf1f975148
Vulkan: Fix headless framedumping without USE_X11 set
2017-11-23 17:00:32 +10:00