Commit Graph

1780 Commits

Author SHA1 Message Date
Stenzek 40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek 5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek 00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +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
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
Markus Wick 227db66e4f OGL: Use glBufferData on Mali.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!

The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:

https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support

The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData

It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...

We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.

So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek e4d3b5f626 OGL: Only create bad shader files in Dump when compile failed
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Anthony b66f96c617
Merge pull request #6042 from stenzek/videocommon-pipelines
VideoCommon pipelines ("Abstract Pipeline")
2018-02-23 09:18:19 -08:00
Stenzek 2ba8f67feb OGL: Call GLInterface->Update() on window resize
macOS in particular requires the context be updated manually when the window
is resized.
2018-02-23 22:27:10 +10:00
Stenzek fec6bb4d56 VideoBackends: Add AbstractShader and AbstractPipeline classes 2018-02-22 22:02:34 +10:00
Stenzek 31111ef143 D3D: Remove state stack from tracker, set explicitly instead 2018-02-22 19:40:55 +10:00
Stenzek e18c7b1c33 D3D: Support state tracking of compute shaders 2018-02-22 19:11:27 +10:00
Stenzek e8ff2b2006 D3D: Support compiling compute shaders 2018-02-22 19:11:25 +10:00
Stenzek aaea515d71 GLUtil: Drop now-unused attributeless VAO helpers 2018-02-22 19:09:28 +10:00
Stenzek 052d78bcb1 OGL: Log warnings from shader compiles, even if it compiled successfully 2018-02-22 19:08:54 +10:00
Stenzek 3fd4142f36 OGL: Track state of last bound vertex array object
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Markus Wick e01fe46068
Merge pull request #6367 from stenzek/gl-flush
OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT
2018-02-19 16:26:35 +01:00
Stenzek de632fc9c8 Renderer: Handle resize events on-demand instead of polling
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 5baf3bbe2e OGL: Clear backbuffer before presenting instead of at start of frame 2018-02-20 01:11:40 +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
These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek 84b990faa0 VideoConfig: Remove bForceCopyToRam field
It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Stenzek 6490c2b86b OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT 2018-02-09 01:25:14 +10:00
Stenzek 4b96db8fc9 OGL: Don't leave staging texture buffer bound after mapping
This could cause glReadPixels() calls which assume no buffer is bound
(e.g. CPU EFB access) to fail. The problem was limited to devices which
don't support persistent mapping, as the map path is not otherwise.
2018-02-09 01:15:27 +10:00
Anthony 096131c908
Merge pull request #6334 from stenzek/startup
Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Anthony 4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Greg V be716a680f Do not link to libusbhid on FreeBSD/NetBSD
Both libusbhid (system library) and libhidapi (3rd party library)
provide a function called hid_init. Dolphin was being linked to both.

The WiimoteScannerHidapi constructor was calling hid_init without
arguments. libusbhid's hid_init expects one argument (a file path).
It was being called as if it was defined without arguments, which
resulted in a garbage path being passed in, and because of that,
the Qt GUI was failing to launch with the following error:
'dolphin-emu-qt2: @ : No such file or directory'
2018-02-05 00:46:59 +03:00
Stenzek 260d5b7aa7 BPMemory: Handle fog configuration where both A and C are infinity/NaN
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.

However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00
Stenzek fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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
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
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
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
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 c709f3c2d1 Standardise some enums from ALL_CAPS to CamelCase 2018-01-05 10:03:58 -08:00
Jonathan Hamilton 8d68adcaf3 Workaround qualcomm driver bug
It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
2018-01-05 09:56:46 -08:00
Jonathan Hamilton 29a9ed043b Implement dual-source blending in shader
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