Commit Graph

624 Commits

Author SHA1 Message Date
Yuriy O'Donnell cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek 38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek 2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash 4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok 145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
Jules Blok 106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
Jules Blok 21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
Jules Blok 0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
Jules Blok 6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok 081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok 2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
Jules Blok c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
Jules Blok aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
Jules Blok f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok 0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00
Jules Blok 9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00
Jules Blok 35342664e3 OGL: Disable stereoscopy if the GPU does not support geometry shaders. 2014-11-23 14:27:38 +01:00
Jules Blok f370cb386c ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled. 2014-11-23 14:27:38 +01:00
Jules Blok 4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok 284be96cd5 OGL: Recreate the framebuffers when the stereo setting changes. 2014-11-23 14:26:56 +01:00
Jules Blok d583720a59 GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. 2014-11-23 14:26:56 +01:00
Jules Blok 0a72cf94cb TextureCache: Ignore the geometry shader if stereoscopy is disabled. 2014-11-23 14:24:09 +01:00
Jules Blok fa32f751d3 ShaderGen: Handle ShaderCode objects directly.
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok 4fe9ceeee2 TextureCache: Set proper vertex limit in geometry shader.
Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok 5944d15021 TextureCache: Check the number of layers before reusing a texture. 2014-11-23 14:23:42 +01:00
Jules Blok 80616c6e9e TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok c64486075d PostProcessing: Add layered stereoscopy support. 2014-11-23 14:23:41 +01:00
Jules Blok b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
degasus 36fe8ccf46 OGL: also show driver warnings on release builds 2014-11-22 15:07:52 +01:00
Ryan Houdek 2fdeefb65b Adds support for OpenGL ES draw_elements_base_vertex.
This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.

This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
Fiora 3ddf82a318 Vertex Loader: SSE implementations of more position/texcoord/normal formats
~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex fb50cb6d99 Merge pull request #1550 from degasus/bbox
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek a3f9f21e08 Merge pull request #1571 from degasus/master
OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau 32f2cd8c7f Merge pull request #1566 from Sonicadvance1/fix_gl21
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus ff942d44b5 OGL: fix buffer destruction
This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash b94dbca160 Host: Kill off GetRenderWindowSize 2014-11-17 13:44:49 -05:00
Ryan Houdek 3bfa15d2e1 Fixes GLExtensions for GL 2.1 or GLES 2 devices.
This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
comex 890b788633 Merge pull request #1467 from waddlesplash/dolphin-qt
DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier 29593d403b Move GLInterface to the OGL VideoBackend's directory. 2014-11-02 12:16:33 -05:00
Ryan Houdek 13d58b3f16 Merge pull request #1460 from phire/moreGetPointer
Remove GetPointers in VideoSoftware.
2014-11-02 09:57:16 -06:00
skidau 59c673aec6 Merge pull request #1161 from rohit-n/ogl-vector
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash 9ab924513e VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Scott Mansell b929f764f2 Remove GetPointers in VideoSoftware.
This same code was previously fixed in VideoCommon, just
updating this to match.

We are down to 121 GetPointers.
2014-11-01 16:29:19 +13:00
Ryan Houdek 3e82cb4628 Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek 181ff6750e Implements PP shader system using attribute workaround.
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal 2a878d7726 OGL: Use unique_ptr instead of pointer when taking screenshot. 2014-10-29 20:59:34 -05:00
skidau e0393be347 Merge pull request #1418 from degasus/master
OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek daabcfd6fc Removes Qualcomm's rotated framebuffer bug from DriverDetails.
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
Ryan Houdek 52e6a940cf Merge pull request #1414 from kayru/d3d_optimization
D3D: Couple of small optimizations
2014-10-29 13:26:50 -06:00
comex 073cce959a Create userdir/Dump/Frames as needed.
This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus ce9ef2c438 OGL: fix interpolation of PP shaders 2014-10-27 21:15:32 +01:00
Yuriy O'Donnell 88d11ec5b2 D3D: RestoreState no longer resets PS resources 2014-10-27 00:02:30 +01:00
Yuriy O'Donnell 0c5a572f8d D3D: Use two buffers for VertexManager 2014-10-26 23:38:15 +01:00
Yuriy O'Donnell c35847b795 D3D: Using start index and base vertex instead of buffer offsets 2014-10-26 23:38:14 +01:00
Yuriy O'Donnell 48ba55203b D3D: Vertex and index data in one buffer 2014-10-26 23:38:14 +01:00
Lioncash 49b94e5285 OGL: Get rid of error macros 2014-10-26 04:54:58 -04:00
skidau 7c58eb344d Merge pull request #1378 from lioncash/gl
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau bc26cb1b19 Merge pull request #1322 from degasus/ogl-pp
OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash b1bdce7d77 TextureCache: Get rid of explicit deletes in SaveTexture 2014-10-24 08:47:06 -04:00
Lioncash 3509a6d03e GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError. 2014-10-23 13:04:19 -04:00
Ryan Houdek a2c8783417 Enables EarlyZ support in OpenGL ES 3.1. 2014-10-23 07:34:07 -05:00
comex 00c6ec97a6 Merge pull request #1347 from comex/header-hygiene
Add missing includes where headers depend on other headers having been included first.
2014-10-22 23:23:58 -04:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
skidau 5d4b4c793a Merge pull request #1340 from Sonicadvance1/EGL-fixes
Remove hard dependencies of GLX and libGL from Dolphin.
2014-10-22 13:15:46 +11:00
comex 6e774f1b64 Add missing includes where headers depend on other headers having been included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Yuriy O'Donnell 72ba13ca8a D3D: Enabled depth clipping 2014-10-21 06:26:20 +02:00
skidau 81efd0e87f Merge pull request #1315 from RisingFog/movie-menu-input-display
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek e236d28585 Remove a hard dependency from libGL from the software renderer.
I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
2014-10-19 07:48:14 -05:00
Yuriy O'Donnell 97423d5ed8 D3D: Fixed anisotropic filtering.
This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog 467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
Yuriy O'Donnell b78396847f D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial 2014-10-17 22:24:57 +02:00
Yuriy O'Donnell 9bdfd4a833 D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled 2014-10-16 18:27:43 +02:00
Yuriy O'Donnell bea68c95a4 D3D: Fixed uninitialized members of gx_state 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell 21655dc61a D3D: moved render state cache implementation to D3DState.h/cpp 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell e7f8032d7d D3D: State cache now uses BitField to define packed render states 2014-10-15 20:22:40 +02:00
Yuriy O'Donnell 2e4667caaa D3D: Moved render state cache into separate source files.
Refactored  StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by  StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell f434bd7d3f D3D: Implemented cache for dynamic render states 2014-10-15 20:22:39 +02:00
skidau 8912315596 Merge pull request #1290 from lioncash/xfb
Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
skidau 8ef21bc5e2 Merge pull request #1272 from RisingFog/sconfig-dump-frames
Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
slx7R4GDZM 5a3f19aeaf Fix XFB scaling in D3D 2014-10-14 22:25:31 -04:00
comex 5b8722b6f2 Don't pass u64 (which may be long long) to %lu.
A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex a27f5fe301 Remove another auto .. -> declaration. 2014-10-14 01:10:35 -04:00