Stenzek
21b3cd4759
OGL: Fix EFB pokes using incorrect color/depth
2017-08-27 11:55:24 +10:00
Jonathan Hamilton
5b41c5ae0d
Fix vulkan crash on drivers without atomic load/store support
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This would not allocate a SSBO buffer, but still try to update the
descriptor said with a NULL buffer. Which naturally crashed.
2017-08-23 14:49:22 -07:00
Lioncash
bc57ab3923
Clipper: Copy both color sequences in CopyVertex as opposed to one
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This is likely an oversight.
2017-08-22 22:45:28 -04:00
Lioncash
ffaa9a3bea
SW NativeVertexFormat: Utilize std::array where applicable
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Gets rid of some hardcoded looping bounds, and also simplifies code in
some places, sometimes allowing for removal of a loop altogether.
2017-08-22 22:39:28 -04:00
JosJuice
09f3f9b41a
Remove NonCopyable
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The class NonCopyable is, like the name says, supposed to disallow
copying. But should it allow moving?
For a long time, NonCopyable used to not allow moving. (It declared
a deleted copy constructor and assigment operator without declaring
a move constructor and assignment operator, making the compiler
implicitly delete the move constructor and assignment operator.)
That's fine if the classes that inherit from NonCopyable don't need
to be movable or if writing the move constructor and assignment
operator by hand is fine, but that's not the case for all classes,
as I discovered when I was working on the DirectoryBlob PR.
Because of that, I decided to make NonCopyable movable in c7602cc
,
allowing me to use NonCopyable in DirectoryBlob.h. That was however
an unfortunate decision, because some of the classes that inherit
from NonCopyable have incorrect behavior when moved by default-
generated move constructors and assignment operators, and do not
explicitly delete the move constructors and assignment operators,
relying on NonCopyable being non-movable.
So what can we do about this? There are four solutions that I can
think of:
1. Make NonCopyable non-movable and tell DirectoryBlob to suck it.
2. Keep allowing moving NonCopyable, and expect that classes that
don't support moving will delete the move constructor and
assignment operator manually. Not only is this inconsistent
(having classes disallow copying one way and disallow moving
another way), but deleting the move constructor and assignment
operator manually is too easy to forget compared to how tricky
the resulting problems are.
3. Have one "MovableNonCopyable" and one "NonMovableNonCopyable".
It works, but it feels rather silly...
4. Don't have a NonCopyable class at all. Considering that deleting
the copy constructor and assignment operator only takes two lines
of code, I don't see much of a reason to keep NonCopyable. I
suppose that there was more of a point in having NonCopyable back
in the pre-C++11 days, when it wasn't possible to use "= delete".
I decided to go with the fourth one (like the commit title says).
The implementation of the commit is fairly straight-forward, though
I would like to point out that I skipped adding "= delete" lines
for classes whose only reason for being uncopyable is that they
contain uncopyable classes like File::IOFile and std::unique_ptr,
because the compiler makes such classes uncopyable automatically.
2017-08-22 16:40:34 +02:00
Jules Blok
f4f6782ae6
D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
2017-08-20 18:25:49 +02:00
Anthony
6a272f22de
Merge pull request #5478 from stenzek/vulkan-nvidia
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Vulkan: Don't use vkCmdClearAttachments on NVIDIA with MSAA
2017-08-14 13:12:41 -07:00
Anthony
a7bdd2ee1c
Merge pull request #5868 from stenzek/d3d-require-new-compiler
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D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
2017-08-14 09:55:31 -07:00
JosJuice
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
Lioncash
745f92b4e5
TransformUnit: Get rid of pointer casting in TransformColor() where applicable
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The casts to u32* are technically undefined behavior. The u8* cast is
left, as char/unsigned char is exempted from this rule to allow for
bvtewise inspection of objects (and this is what s8/u8 are typedefs of
on platforms we support).
2017-08-06 19:04:31 -04:00
Lioncash
4d35a3105e
TransformUnit: Make LightColor()'s chan parameter const
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Also marks references/pointers const where applicable
2017-08-06 18:15:05 -04:00
degasus
cc4b3b180b
VideoSW: Drop log level of missing anti aliasing support.
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We don't want to emit such a high priority warning here, else fifoci will die.
2017-08-05 19:20:19 +02:00
Stenzek
6d91c1b079
ProgramShaderCache: Call glTexImage3D after glTexParameter
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Was missed before merge.
2017-08-05 18:18:30 +10:00
Anthony
3c5112bb21
Merge pull request #5856 from stenzek/optimus-crash
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Fix ubershader crashes with primus/bumblebee
2017-08-05 00:54:28 -07:00
N.E.C
c3a57bbad5
Video: Clearly separate Texture and EFB Copy formats
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Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Stenzek
7f88711186
Vulkan: Add a driver bug for NV when MSAA is enabled
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This causes the card to lock up when vkCmdClearAttachments is called,
when multisampling is enabled. Seems to be restricted to Maxwell and
newer?
2017-08-03 17:40:15 +10:00
Stenzek
fee08cf63d
Vulkan: Use optimal tiling for dummy texture
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Fixes a crash on some NVIDIA drivers. Apparently calling
vkCmdClearColorImage on an image with linear tiling causes the
GPU/driver to lock up.
2017-08-02 21:33:10 +10:00
Stenzek
67997529b8
ProgramShaderCache: Create a FBO for shared contexts to draw into
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This way it allows us to use surfaceless contexts in EGL/GLX. It also
ensures that the shared context shares a similar setup to the main
context's framebuffer, potentially reducing the number of variants a
driver needs to generate.
2017-08-02 20:12:28 +10:00
Stenzek
57f34d748b
D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
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Previously we were falling back to an earlier version of the compiler.
The older version cannot compile our ubershaders without various
graphical issues.
2017-08-02 19:54:55 +10:00
Stenzek
fe65b26d53
Merge pull request #5834 from stenzek/bc7
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Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
Stenzek
63305e9173
HiresTextures: Support loading BC7 (BPTC) from DDS files
2017-08-01 11:59:38 +10:00
Stenzek
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Lioncash
f6c21e002b
General: Remove unnecessary semicolons
2017-07-30 16:39:53 -04:00
Stenzek
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
Stenzek
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek
e17efb1d8d
ShaderGen: Use consistent variable names for texture coordinates
2017-07-30 17:43:59 +10:00
Stenzek
25338c53e0
NativeVertexFormat: Drop unused virtual method SetupVertexPointers
2017-07-30 17:43:59 +10:00
Stenzek
33f6668544
Vulkan: Multithreaded creation of UID pipeline caches
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Should give a decent speedup to boot time.
2017-07-30 17:43:59 +10:00
Stenzek
81b4ed2a81
Vulkan: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
cd502990fa
OGL: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
7d78cf0f6f
ShaderGen: Implement pixel ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
f48ef65bec
XFMemory: Convert several registers to bitfields
2017-07-30 17:43:59 +10:00
Scott Mansell
479abde9f4
BPMemory: Convert a number of unions to BitFields
2017-07-30 17:43:59 +10:00
Stenzek
357c55442f
Vulkan: Clear decoding texture before usage
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Fixes a validation layer warning.
2017-07-30 12:38:50 +10:00
Stenzek
aff44684a4
Vulkan: Move shader/pipeline-related methods to ShaderCache
2017-07-30 12:38:49 +10:00
Stenzek
d23fd17e1a
Vulkan: Use VK_NV_glsl extension where available, and skip glslang
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Seems to produce faster ubershaders, at least.
2017-07-30 12:38:49 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
7c5bbafdd1
Vulkan: Don't save/load pipeline UID cache when shader cache is disabled
2017-07-20 17:46:59 +10:00
Stenzek
b380f292b4
Vulkan: Reload pipeline cache when relevant host config changes
2017-07-20 17:46:59 +10:00
Stenzek
a8343cc19a
Vulkan: Don't save pipeline cache if shader cache is disabled
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We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it.
2017-07-20 17:46:59 +10:00
Stenzek
d9a3b29a07
Vulkan: Emit input/output locations for EFB poke geometry shader
2017-07-20 17:46:59 +10:00
Stenzek
228ddb8aba
D3D11: Reload shader cache when relevant config changes
2017-07-20 17:46:59 +10:00
Stenzek
62a901508b
OGL: Reload shader cache when relevant video config changes
2017-07-20 17:46:59 +10:00
Jules Blok
3fc9a48da0
D3DBase: Use the swapchain discard mode when possible.
2017-07-10 14:25:28 +02:00
Jules Blok
65495a1297
D3D: Resize the swapchain when the fullscreen state is changed
2017-07-10 14:24:11 +02:00
Jules Blok
07c5dcd739
D3DBase: Set the fullscreen state in Create()
2017-07-10 14:03:04 +02:00
Jules Blok
0f13c61daa
D3DBase: Only create a stereo swapchain when needed.
2017-07-10 01:24:43 +02:00
Jules Blok
77a318789a
D3DBase: Implement Windows 7 swapchain fallback.
2017-07-10 01:02:29 +02:00
Jules Blok
938939136e
D3DBase: Only use temporary mono when supported by the swapchain.
2017-07-10 01:02:05 +02:00
Jules Blok
b485329353
D3DBase: Set the monoscopic flag when we don't use stereoscopy.
2017-07-05 22:43:39 +02:00
Jules Blok
1f2d43c870
Vulkan: Implement Quad-Buffered stereoscopy support.
2017-07-05 22:43:39 +02:00
Jules Blok
f3508742ac
OGL: Support Quad-Buffered stereoscopy.
2017-07-05 22:43:39 +02:00
Jules Blok
2ab068d3f2
D3DBase: Always create a stereo swapchain.
2017-07-05 22:43:39 +02:00
Jules Blok
179602e921
D3D: Add quad-buffer stereoscopy support.
2017-07-05 22:43:39 +02:00
Jules Blok
6863abb31d
D3DBase: Switch to a flip-model swap chain.
2017-07-05 22:43:39 +02:00
Jules Blok
c399e2bc40
D3DBase: Upgrade to DXGI 1.2.
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This effectively drops for Vista and Windows 7 without the Platform Update in this backend.
2017-07-05 22:43:39 +02:00
Jules Blok
4a7b96c93a
FramebufferManager: Fix EFB layers being attached to the wrong FBO.
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Fixes typo in commit 56fe938366
.
2017-06-27 23:42:42 +02:00
Lioncash
07cddf6f7f
AbstractTexture: Add missing includes (and remove unnecessary ones)
2017-06-18 23:29:22 -04:00
shuffle2
e63c337830
Merge pull request #5305 from iwubcode/abstract_texture
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Abstract Texture
2017-06-18 12:57:05 -07:00
Leo Lam
bc9c9b9fe4
Merge pull request #5594 from MerryMage/phack
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Cleanup Projection Hack
2017-06-16 18:36:39 +02:00
Florent Castelli
0b504fa046
d3d: Add missing include
2017-06-16 05:52:01 +02:00
Leo Lam
8f460a1cda
Merge pull request #5611 from JosJuice/reorganize-file-namespace
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Reorganize File namespace
2017-06-15 23:28:36 +02:00
JosJuice
cf94ce6305
Add a namespace to OpenFStream
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For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
JosJuice
f09ceaa735
Move IOFile to a separate file
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Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
MerryMage
f8a99ca192
VertexShaderManager: Rename projection hack variables
2017-06-15 16:38:10 +01:00
iwubcode
e4896d39bd
Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat
2017-06-13 00:41:56 -05:00
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
8a56ef42dc
Vulkan: Fix image layout assertion failing for palette textures
2017-06-13 14:47:09 +10:00
shuffle2
2b86cf02a8
Merge pull request #5589 from stenzek/vulkan-validation-fixes
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Vulkan: Don't transition image layouts inside render passes
2017-06-11 16:59:02 -07:00
MerryMage
a0b41c83e7
VideoConfig: Remove bRunning
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Value was set but not used.
2017-06-11 15:06:12 +01:00
Stenzek
ca55ba6c1d
Vulkan: Transition texture cache entries before usage
2017-06-10 23:52:39 +10:00
Stenzek
8bb6abacf8
Vulkan: Transition EFB/XFB buffers before beginning swap render pass
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Image layouts shouldn't be changed within a render pass.
2017-06-10 23:52:32 +10:00
Shawn Hoffman
5480efdff2
video: change multisample/AA setting to u32
2017-06-07 20:20:25 -07:00
Shawn Hoffman
ab4a785f1b
d3d: silence variable shadowing warning
2017-06-07 20:09:43 -07:00
Shawn Hoffman
e1a3e41bf3
fix various instances of -1 being assigned to unsigned types
2017-06-07 19:52:07 -07:00
shuffle2
c8166951a0
Merge pull request #5418 from MerryMage/config-again-and-again
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VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
Shawn Hoffman
7431dd3dce
msbuild: make Externals inclusion methods uniform
2017-06-03 18:20:41 -07:00
Shawn Hoffman
a3caa14ade
remove duplicate code in msbuild files
2017-06-03 18:20:40 -07:00
Shawn Hoffman
397720a9fe
might as well update yet some more pointless version numbers..
2017-06-03 18:20:40 -07:00
MerryMage
f5f45855f0
GameConfigLoader: Add GFX Game INI translations
2017-06-03 18:13:02 +01:00
iwubcode
1b685bcde9
Fix for loop in D3D Renderer ApplyState function
2017-05-29 23:32:32 -05:00
Leo Lam
c76335eaf1
Merge pull request #5484 from BhaaLseN/permissive
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Windows: Enable MSVC Standards Conformance (/permissive-)
2017-05-29 22:29:44 +02:00
Lioncash
d6b6b070bc
D3D/Render: Get rid of undefined behavior in Create3DVisionTexture
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pSysMem is of the type const void* -- because of this, it makes the
original delete[] call undefined behavior, as deleting a void pointer is
undefined behavior.
Also punning types into existence, like what was done for the stereo
image header is undefined behavior as well. The proper way to do this is
to either manually add all individual bytes manually, or memcpy the
struct into memory.
As we want to deallocate the memory before returning, and because
pSysMem is a const void*, we keep a unique_ptr to the data and just pass
pSysMem a raw pointer to the data.
2017-05-28 23:28:00 -04:00
Lioncash
278e406f0b
D3D/Render: Use std::array where applicable
2017-05-28 23:28:00 -04:00
Lioncash
0c3958bbe5
D3D/Render: Join variable with declaration
2017-05-28 23:27:59 -04:00
Lioncash
3ee447e5f7
D3D/Render: Get rid of unnecessary casts
2017-05-28 23:27:59 -04:00
Lioncash
ba5b215c42
D3D/Render: Mark translation unit local variables as static
2017-05-28 23:27:59 -04:00
BhaaL
072c161445
upgrade to Windows SDK 10.0.15063.0
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this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Michael Maltese
e041602416
CMake: remove references to D3D12
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It's gone!
2017-05-26 01:16:04 -07:00
Pierre Bourdon
d592bdd4d4
Migrate to Visual Studio 2017.
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Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
Helios747
a465c483f3
Remove D3D12
2017-05-18 17:01:12 -07:00
lcsondes
94be591606
VS2017 build fix after upgrading project
2017-05-13 20:34:27 +01:00
degasus
afb0beb9ab
OpenGL: Mute nvidia performance warning about stalling the GPU.
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They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
Stenzek
cc851c41c1
TextureCache: Move host texture utility functions to VideoCommon
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The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek
c53a60f3c3
Vulkan: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
3f18c5e0f1
D3D12: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
2d75c2ab10
D3D11: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
f5d95dcc86
OGL: Use native compressed textures on supported drivers
2017-04-29 00:44:34 +10:00