Commit Graph

91 Commits

Author SHA1 Message Date
Jules Blok f3508742ac OGL: Support Quad-Buffered stereoscopy. 2017-07-05 22:43:39 +02:00
Stenzek bc8a96d713 HiresTextures: Support parsing DDS files directly
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek 27ae5b8d34 VideoConfigDiag: Move post-processing shader list to post processor
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Lioncash f7a2f6ad01 FileSearch: Namespace functions under the Common namespace 2017-04-07 01:02:14 -04:00
Stenzek b01bcb80f4 OGL: Implement GPU texture decoding backend 2017-04-01 12:32:56 +10:00
Stenzek 82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek b987f220e1 VideoBackends: Add support flag for compute shaders 2017-04-01 12:31:41 +10:00
Stenzek 5326a18fdf OGL: Fix MSAA being forced to 1x
This was a regression from the remove-everything-static-from-renderer
PR. As the comment indicates, it would be nice to move all of this logic
out of the Renderer constructor, but this is a much larger change.
2017-03-31 21:55:26 +10:00
Michael Maltese ba6e917b49 OGL: implement Bounding Box on systems w/o SSBO
This commit should have zero performance effect if SSBOs are supported.

If they aren't (e.g. on all Macs), this commit alters FramebufferManager
to attach a new stencil buffer and VertexManager to draw to it when
bounding box is active. `BBoxRead` gets the pixel data from the buffer
and dumbly loops through it to find the bounding box.

This patch can run Paper Mario: The Thousand-Year Door at almost full
speed (50–60 FPS) without Dual-Core enabled for all common bounding
box-using actions I tested (going through pipes, Plane Mode, Paper
Mode, Prof. Frankly's gate, combat, walking around the overworld, etc.)
on my computer (macOS 10.12.3, 2.8 GHz Intel Core i7, 16 GB 1600 MHz
DDR3, and Intel Iris 1536 MB).

A few more demanding scenes (e.g. the self-building bridge on the way
to Petalburg) slow to ~15% of their speed without this patch (though
they don't run quite at full speed even on master). The slowdown is
caused almost solely by `glReadPixels` in `OGL::BoundingBox::Get`.

Other implementation ideas:

- Use a stencil buffer that's separate from the depth buffer. This would
  require ARB_texture_stencil8 / OpenGL 4.4, which isn't available on
  macOS.

- Use `glGetTexImage` instead of `glReadPixels`. This is ~5 FPS slower
  on my computer, presumably because it has to transfer the entire
  combined depth-stencil buffer instead of only the stencil data.
  Getting only stencil data from `glGetTexImage` requires
  ARB_texture_stencil8 / OpenGL 4.4, which (again) is not available on
  macOS.

- Don't use a PBO, and use `glReadPixels` synchronously. This has no
  visible performance effect on my computer, and is theoretically
  slower.
2017-03-15 17:41:32 -07:00
Jules Blok 0a2b58c896 OGL: Remove support for NV_depth_buffer_float.
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Markus Wick e99cd57eb3 Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Stenzek 2cd240af0d VideoBackends: Move max texture size to VideoConfig
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Stenzek 277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
Jules Blok 94522d4cf3 OGL: Add support for glDepthRangedNV to handle oversized depth ranges. 2017-02-24 14:54:16 +01:00
Stenzek b81dee8b9a OGL: Support full-resolution frame dumping 2016-11-28 21:54:56 +10:00
Stenzek a0a62c0f46 VideoConfig: Add option for full-resolution frame dumping 2016-11-28 20:14:59 +10:00
Stenzek 5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
Jules Blok a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Jules Blok a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Lioncash 14e0b48ae4 VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
degasus d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus 5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
degasus 7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Lioncash e187c55bdd OpcodeDecoder: Add namespace 2016-01-24 01:31:36 -05:00
degasus 5f244abf28 Fifo: Create a "Fifo" namespace. 2016-01-12 23:28:26 +01:00
degasus ad1f7576ad VideoConfig: Use "GFX.ini" for both D3D and OGL.
They share the same format, so there is no need to separate their configs.
2016-01-06 21:43:11 +01:00
Markus Wick ca7160f714 Merge pull request #3434 from lioncash/enum
OnScreenDisplay: Make CallbackType an enum class
2016-01-04 13:47:22 +01:00
Lioncash 01f99a04a2 VideoBackend: Get rid of a boolean global
Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Lioncash edda018d54 OnScreenDisplay: Make CallbackType an enum class 2016-01-02 14:57:55 -05:00
Jules Blok 8bda12bcfd Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
This reverts commit 81414b4fa2, reversing
changes made to b926061f64.

Conflicts:
	Source/Core/DolphinWX/Frame.cpp
	Source/Core/VideoCommon/VideoConfig.cpp
	Source/Core/VideoCommon/VideoConfig.h
2015-12-23 00:35:19 +01:00
Lioncash f295182833 VideoBackends: Simplify initialization and deinitialization of resources
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
Tillmann Karras 99228633c3 OGL: simplify AA modes initialization 2015-10-10 22:51:31 +02:00
shuffle2 81414b4fa2 Merge pull request #3076 from void-ghost/stereo3d_presets
Stereo3d presets
2015-10-03 18:10:23 -07:00
Scott Mansell 58d893e56f Merge pull request #3075 from waddlesplash/no-regexp
FileSearch: Don't use RegExes, just do string comparisons.
2015-10-02 04:00:23 +13:00
waddlesplash 06c6f60f5b OGL: Use SplitPath() instead of std::regex. 2015-09-27 13:26:19 -04:00
waddlesplash 5643fe5d1f FileSearch: Don't use RegExs, just do string comparisons.
Nothing used the RegEx feature of FileSearch, and GCC < 4.9
doesn't support C++11 RegEx properly, so get rid of it.
2015-09-27 13:25:51 -04:00
Ryan Houdek be667e7de8 Merge pull request #3035 from aserna3/SSAAImprovements
Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna df189c3ea3 Improved D3D and OGL AA option UI
Removed Quality Levels from D3D AA options

Dropdown text now shows whether you're applying MSAA or SSAA

Added a description for SSAA

Moved SSAA checkbox

Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
ghost 07e4b4f7c4 VideoBackend: Video config filename is now exposed in VideoBackends.
It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell 93f6563789 WGL: Don't depend on Core/VideoCommon 2015-09-22 00:36:45 +12:00
Scott Mansell 95f3c956a8 Move GL interface code out of the OpenGL video backend. 2015-09-22 00:36:45 +12:00
Ryan Houdek 7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Anthony Serna ca250f6b71 Specified the type of AA in OGL AA settings 2015-08-09 09:59:20 -07:00
comex a225426510 Rewrite FileSearch and improve ScanDirectoryTree.
- FileSearch is now just one function, and it converts the original glob
  into a regex on all platforms rather than relying on native Windows
  pattern matching on there and a complete hack elsewhere.  It now
  supports recursion out of the box rather than manually expanding
  into a full list of directories in multiple call sites.

  - This adds a GCC >= 4.9 dependency due to older versions having
  outright broken <regex>.  MSVC is fine with it.

- ScanDirectoryTree returns the parent entry rather than filling parts
  of it in via reference.  The count is now stored in the entry like it
  was for subdirectories.

- .glsl file search is now done with DoFileSearch.

- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
  results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Ryan Houdek 70977fd6b1 Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
degasus ac7102918d OGL: support palette texture decoding 2015-02-24 22:51:55 +01:00
Ryan Houdek e9ac4d53a6 Implement full occlusion queries for the Nexus 9.
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00