Ryan Houdek
feaf65f2ae
[Android] The dynamic UBO access isn't actually fixed, contrary to what rev cd646d8e236 said. I presumed it fixed with v4x drivers, but I didn't have the LG G2 with me to test 100% at the time. This won't afflict any Adreno device with v4x drivers since UBOs are disabled for them since they are _broken_.
2013-09-26 07:46:56 +00:00
Ryan Houdek
cd646d89e2
[Android] The issue with the dynamic UBO access on Adreno platforms was fixed with v41 of the video drivers. v41 and above of the video drivers fix the spiky polygon problems that are noticed ingames.
2013-09-25 01:50:02 +00:00
Scott Mansell
0696fc93b2
Merge branch 'fix-field-ordering'
...
Fixes 6387
Closes 6635
2013-09-24 13:47:20 +12:00
Ryan Houdek
96a77f9feb
[Android] Fix the ability to stop the game and start another.
2013-09-23 01:43:18 -05:00
Scott Mansell
440353a3a1
Remove all refrences of field ordering from video backends.
...
They were unused.
2013-09-23 18:29:31 +12:00
degasus
573dbfd494
ogl: drop glsl120 support
2013-09-22 23:45:14 +02:00
comex
6209067daa
Fix stack misalignment fix.
2013-09-22 15:48:27 -04:00
Rachel Bryk
9a6f28fce4
Revert "Fix stack misalignment issues."
...
This reverts commit d334a9bc23
.
This breaks single core.
2013-09-22 14:29:35 -04:00
comex
d334a9bc23
Fix stack misalignment issues.
...
- Call ABI_AlignStack even on x86-64.
- Have ABI_AlignStack respect the difference in current alignment
between the root JIT function, which has a prolog, and
ProtectFunction thunks, which do not. This was causing many games
to crash on start on OS X. Since this might otherwise mean changing
the stack pointer before every call...
- Have one prolog/epilog function rather than two (one of which
definitely did not do what it was thought to do), and make it
actually work like a normal one, so that the stack frame shows up
properly in the debugger. There should be no performance impact.
2013-09-20 16:46:48 -04:00
Pierre Bourdon
86f6e8cc1e
Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire.
2013-09-18 12:33:57 +02:00
Pierre Bourdon
7aa98a3830
Fix loading of the 'projection hack enabled' gameini setting
...
Fixes issue 6614.
2013-09-18 12:23:46 +02:00
Ryan Houdek
24a44ecfb8
[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
2013-09-18 02:37:10 -05:00
degasus
75f2738f5c
VideoCommon: fix ogl lighting bug which happens because of NaN emulation
...
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN
As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
2013-09-16 17:10:19 +02:00
Pierre Bourdon
501eafb407
Overlay local gameinis over global gameinis instead of copying.
...
Huge megacommit because a lot of things needed to be modified to make this
possible.
2013-09-14 17:46:41 +02:00
NeoBrainX
d1e96c7282
Display warning OSD messages when a game ini is overriding any settings.
2013-09-14 06:08:31 +02:00
Pierre Bourdon
91a758b342
Move TextureDecoder.cl from User to Sys
2013-09-14 06:08:30 +02:00
degasus
3fcdf5e25b
VideoCommon: use memcmp to compare shader uid
2013-09-11 17:34:23 +02:00
degasus
3ec9f9b64a
videoCommon: also reset logicOp on mode switch
2013-09-09 02:30:44 +02:00
Pierre Bourdon
7acee71c0c
Move swapModeTable to a local variable, avoids shader uid generation writing to it
2013-09-04 23:23:29 +02:00
Pierre Bourdon
175707739e
Move LightingUidData to the LightingShaderGen header
2013-09-04 23:23:29 +02:00
Ryan Houdek
2897619ddb
Removal of my terrible idea.
2013-09-02 05:31:48 -05:00
Ryan Houdek
831963616f
[Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really.
2013-09-02 01:40:05 -05:00
comex
35b8dfbe0c
A few more warnings.
2013-09-01 23:33:35 -04:00
degasus
15df7b3445
ogl driverdetails: add flag to disable hacked and pinned memory
...
pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
degasus
1cbc8f8182
sync gpu: check disable flag before volatile
...
This could be an optimizing as this condition could be moved out of the loop.
So we save an atomic load.
But I don't know if it matters at all
2013-08-24 18:43:07 +02:00
Rodolfo Bogado
dbcc677922
Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'
2013-08-23 22:43:03 -03:00
Rodolfo Bogado
40243a4fe7
Indentation Fix
2013-08-23 22:28:17 -03:00
Pierre Bourdon
9303b57db1
Refactor VideoCommon/OnScreenDisplay.
...
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
Pierre Bourdon
367d6dfd65
Add an OSD message when taking screenshots in D3D9/D3D11
...
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
degasus
7a5374258e
ogl: rework DriverDetails framework + detect UBO mesa bug
2013-08-23 10:52:29 +02:00
Ryan Houdek
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
Ryan Houdek
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
Pierre Bourdon
a3a4f21284
Remove some spurious endlines at the end of log messages
2013-08-21 00:19:50 +02:00
degasus
814c1c9572
pixelShaderGen: also execute alpha test for always fail with late z test
...
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
Pierre Bourdon
d6fe9c639b
Add an OSD message to remind the user if Shader Debugging is enabled
...
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Ryan Houdek
7934df3879
Remove a redundant check in the fifo.
2013-08-17 01:27:08 +00:00
Rodolfo Bogado
979718484f
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-15 00:21:28 -03:00
Pierre Bourdon
7622d5b354
Only call SetGenerationMode from BPWritten if the cull mode changed.
...
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Pierre Bourdon
26f58e1ba5
Add an option to enable performance queries in gameini files, disable it by default
2013-08-14 23:16:46 +02:00
Pierre Bourdon
ffdd79df36
Move VideoBackendBase from Common to VideoCommon
2013-08-14 23:16:46 +02:00
NeoBrainX
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
Rodolfo Bogado
9e0fc8b42d
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 21:32:25 -03:00
NeoBrainX
c05aa0141d
ShaderGen: Optimize out most function calls for uid generation.
2013-08-12 18:30:42 +02:00
NeoBrainX
fe2ca814c5
LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
2013-08-12 18:30:42 +02:00
NeoBrainX
22d9736787
ShaderGen: Static inline everything.
2013-08-12 18:30:42 +02:00
NeoBrainX
69a5a79c03
PixelShaderGen: Optimize shader uid data order.
2013-08-12 18:30:42 +02:00
NeoBrainX
7a1940020d
VertexShaderGen: Optimize shader uid data order.
2013-08-12 18:30:41 +02:00
Rodolfo Bogado
5948665cd6
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 10:30:19 -03:00
NeoBrainX
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Rodolfo Bogado
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
...
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
NeoBrainX
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
degasus
a6fd2c8227
fix lightning for inconsitent config
...
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Rachel Bryk
a33b1fcdc6
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
2013-07-30 05:49:02 -04:00
degasus
4987f89ecc
simplify my last commit
2013-07-29 23:26:18 +02:00
degasus
d029fc2f9f
remove printf in shader uid generation
2013-07-29 20:52:24 +02:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
b6e9a75bdf
Good Job Windows. Fixes compiling...
2013-07-27 00:53:53 +00:00
Ryan Houdek
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
Ryan Houdek
e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
Ryan Houdek
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
degasus
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Jasper St. Pierre
3c7f223aa1
Add "Q" / "E" as freelook keybindings
...
To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre
52482115e1
Move in-game keybinding handling to a central location
...
Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Jasper St. Pierre
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
...
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Ryan Houdek
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
Ryan Houdek
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
Ryan Houdek
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
Ryan Houdek
7d6b36bf73
Fix most ARM warnings
2013-07-05 19:56:15 -05:00
NeoBrainX
1f92ccc228
ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
2013-07-02 14:48:08 +02:00
NeoBrainX
c34c82e7ae
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
...
pixel lighting is toggled.
Same as revision f524312fd1
but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX
b8b5427ba4
VertexShaderGen: Fix a dumb regression from revision f524312fd1
.
2013-06-30 11:36:45 +00:00
NeoBrainX
eb153cfded
PixelShaderGen: Fix a small early-ztest related bug.
2013-06-29 23:14:08 +02:00
NeoBrainX
99301bd158
PixelShaderGen: Store early_ztest as part of shader uid.
2013-06-29 23:01:42 +02:00
NeoBrainX
f524312fd1
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
2013-06-29 23:01:42 +02:00
NeoBrainX
e3c0a39d5d
Merge branch 'shader-uids-awesome-after-hours'.
2013-06-28 17:45:19 +02:00
NeoBrainX
166a9c5637
Finishing touches.
2013-06-28 17:43:53 +02:00
NeoBrainX
ba310ce096
PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038
.
...
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
NeoBrainX
597a6b34cb
Compactify VertexShader uid struct.
2013-06-23 19:29:02 +02:00
degasus
a2e132dd4b
small index generator optimiztions
...
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
NeoBrainX
bdc28106ee
Optimize shader uid checks by checking the number of uid values which are actually used.
2013-06-22 21:47:22 +02:00
NeoBrainX
16ada5fa3d
Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct.
2013-06-22 21:47:22 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
NeoBrainX
c4eb659fec
BPMemory: Assign a more descriptive name to a field in the genmode register.
2013-06-18 17:25:16 +02:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-18 07:52:36 -05:00
degasus
c57a90c5b5
don't define clipPos twice
...
fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX
8816369144
PixelShaderGen: Add some TODOs.
...
Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX
f724b47f45
PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85
.
2013-06-17 13:08:38 +02:00
NeoBrainX
2b2ca5260f
PixelShaderGen: Fixed some bugs, removed unused shader uid fields.
2013-06-17 13:03:38 +02:00
NeoBrainX
7a01ceba73
PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85
.
2013-06-17 12:51:57 +02:00
NeoBrainX
c505260ec1
Fix some merge conflicts.
2013-06-17 12:29:47 +02:00
NeoBrainX
ca22872dae
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX
f0ea525d3b
PixelShaderGen: Change a comment slightly.
2013-06-17 11:39:50 +02:00
NeoBrainX
20719081df
PixelShaderGen: Move RegisterStates from global storage to stack.
2013-06-17 11:37:41 +02:00
NeoBrainX
7e0db58b1e
Fix stuff
2013-06-17 10:50:16 +02:00
NeoBrainX
32b78a8572
First steps of making the pixel shader uid struct more compact.
2013-06-17 10:50:12 +02:00
Armada
9594cac42c
Build fix: Android NDK doesn't support any locale switching.
...
Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada
fc7099a905
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
...
This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00