Commit Graph

213 Commits

Author SHA1 Message Date
Stenzek 9316e25652 D3DCommon: Fallback to base CreateSwapChain on failure
It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.

In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
2019-06-08 20:11:49 +10:00
Lioncash a9663669dc Common/CommonFuncs: Remove now-unneccessary ArraySize function
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.

In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.

In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
2019-06-01 10:07:57 -04:00
Lioncash e60268bd42 VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
2019-05-30 03:29:35 -04:00
Techjar ff972e3673 Reformat repo to clang-format 7.0 rules 2019-05-06 18:48:04 +00:00
Stenzek f8c1ba409c Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle 2019-04-21 14:28:14 +10:00
Stenzek 5cef09e383 D3D12: Support returning pipeline cache data 2019-04-16 00:34:34 +10:00
Stenzek 61a656570e AbstractPipeline: Support returning "cache data"
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00
Stenzek f2d8c8d2a8 D3D12: Fix rare case where command list was executed with open queries 2019-04-01 20:49:24 +10:00
Stenzek 92f1f553d1 D3D12: Fix case where perf queries weren't flushed 2019-04-01 20:13:39 +10:00
Stenzek 113bd60fe7 Implement D3D12 backend 2019-04-01 11:24:55 +10:00
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
Stenzek cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek 3f18c5e0f1 D3D12: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
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
Stenzek ddc5275071 VideoCommon: Drop SetDitherMode()
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Lioncash c7ab6861c2 RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters 2017-04-09 15:11:59 -04:00
Stenzek 97dc773a3e D3D: Drop redundant interface TextureEncoder 2017-04-04 22:57:23 +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
Michael Maltese de940a5fd6 VideoConfig: add bSupportsFragmentStoresAndAtomics 2017-03-15 17:20:47 -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
Markus Wick ef74c5eabd Merge pull request #5051 from stenzek/renderer-fixes
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +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 00a0a91513 VideoCommon: Move last EFB scale handling to CalculateTargetSize 2017-03-04 16:53:07 +10:00
Stenzek afc25fdca0 VideoCommon: Rename Renderer s_ prefixes to m_ 2017-03-04 16:42:21 +10:00
Stenzek 238a70b006 VideoCommon: Move some common initialization logic to RenderBase 2017-03-04 16:42:16 +10:00
Stenzek 277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
Jules Blok a15555fe03 VideoBackends: Use vertex shader depth range if ztexture is used. 2017-02-26 11:34:48 +01:00
Jules Blok bde8126913 VideoBackends: Remove depth range clamping hacks.
Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore.
2017-02-24 14:54:20 +01:00
Jules Blok 94522d4cf3 OGL: Add support for glDepthRangedNV to handle oversized depth ranges. 2017-02-24 14:54:16 +01:00
Jules Blok 28e6e259ed VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
2017-02-21 02:57:23 +01:00
Jules Blok 21967b1f6e VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Lioncash 1fa81f24d3 VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
Phil Christensen 2ed61b0ee1 C++ conformance fixes (MSVC /permissive-)
We (the Microsoft C++ team) use the dolphin project as part of our "Real world code" tests.
I noticed a few issues in windows specific code when building dolphin with the MSVC compiler
in its conformance mode (/permissive-).  For more information on /permissive- see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/.

These changes are to address 3 different types of issues:

1) Use of qualified names in member declarations

    struct A {
        void A::f() { } // error C4596: illegal qualified name in member declaration
                        // remove redundant 'A::' to fix
    };

2) Binding a non-const reference to a temporary

    struct S{};
  
    // If arg is in 'in' parameter, then it should be made const.
    void func(S& arg){}
  
    int main() {
      //error C2664: 'void func(S &)': cannot convert argument 1 from 'S' to 'S &'
      //note: A non-const reference may only be bound to an lvalue
      func( S() );
   
      //Work around this by creating a local, and using it to call the function
      S s;
      func( s );
    }

3) Add missing #include <intrin.h>

Because of the workaround you are using in the code you will need to include
this.  This is because of changes in the libraries and not /permissive-
2017-02-15 20:37:04 -08:00
Lioncash c85e0a2586 FramebufferManagerBase: Return a std::pair from GetTargetSize
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);

if (texture_width != width) <-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
Lioncash 468f623d27 ShaderGenCommon: Remove unnecessary includes 2017-02-01 12:19:55 -05:00
Lioncash 273ace7bb7 LightingShaderGen: Remove unnecessary includes 2017-02-01 01:06:00 -05:00
Lioncash 70cf774a5c RenderBase: Forward declare EFBAccessType 2017-01-23 12:41:26 -05:00
Lioncash 5b461f50af VideoBackendBase: Convert EFBAccessType into an enum class 2017-01-23 03:53:38 -05:00
Florent Castelli e55ec1ed35 cmake: Build D3D and D3D12 video backends 2017-01-21 00:35:55 +01:00
BhaaL 23d99f2f2c specify custom brace style to fix unions
BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
degasus 41b0c74e30 VideoCommon: Make dst_alpha state implicit. 2017-01-04 20:02:31 +01:00
Jules Blok 65b5765858 VideoBackends: Clamp the range to the maximum depth value supported in the z buffer. 2016-12-27 20:25:40 +01:00
Jules Blok 2ab6711f43 VideoBackends: Use the full depth range when inverted depth range is unsupported. 2016-12-27 14:31:17 +01:00
Jules Blok ef82aebb97 VideoCommon: Don't process the depth range in the vertex shader if it's not oversized. 2016-12-27 14:31:17 +01:00
degasus abf9bb170b TextureCache: Drop unused parameter in backend API. 2016-12-26 22:10:32 +01:00
degasus 04f319066d TextureCache: Extract BP enum check to VideoCommon.
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
Mat M 9160be50db Merge pull request #4224 from lioncash/tcache
TextureCacheBase: Eliminate static state
2016-12-23 04:33:42 -05:00
Stenzek accce4294a TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM 2016-12-15 02:20:46 +10:00
Lioncash 58a5395173 TextureCacheBase: Eliminate static state 2016-12-09 16:50:37 -05:00
Léo Lam 31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
Stenzek 6db0ee9561 VideoCommon: Remove backbuffer size parameters from methods
We have the s_backbuffer_{width,height} fields to represent this, so
there's no point in passing them as parameters every time.
2016-11-28 20:14:59 +10:00
Stenzek a0a62c0f46 VideoConfig: Add option for full-resolution frame dumping 2016-11-28 20:14:59 +10:00
Léo Lam 72e3f1ecec Remove unnecessary ConfigManager includes
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.

However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).

(I've also had to get rid of some indirect includes.)
2016-11-27 22:38:38 +01:00
Jules Blok 9909babe2c D3DBase: Create the swapchain in fullscreen mode if enabled. 2016-11-11 20:36:10 +01:00
Jules Blok 0a194f8a3e VideoConfig: Remove fullscreen flags.
These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
2016-11-11 20:36:09 +01:00
degasus be29090aae AVIDump: Add a struct for the state.
So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
Markus Wick 9ce1cdde98 Merge pull request #4414 from linkmauve/single-newline
Remove double newlines at the end of *_LOG messages
2016-11-02 12:20:46 +01:00
Emmanuel Gil Peyrot c9e6b05ce9 Core: Remove double newlines at the end of *_LOG messages. 2016-11-02 02:09:33 +00:00
Markus Wick b9e4370023 Merge pull request #4383 from Sintendo/minor-text-fixes
Fix minor comment typos
2016-10-31 12:51:42 +01:00
JosJuice 1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Sintendo f163bd1048 Fix various comment typos 2016-10-24 18:27:49 +02:00
Jules Blok 2536e37ec5 Merge pull request #4194 from Armada651/efb-source-format
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
Jules Blok ab5054c34e VideoBackends: Always enable dual-source blending if supported. 2016-10-10 17:32:51 +02:00
degasus 9f264c0872 AVIDump: Move CoreTiming into caller. 2016-10-10 12:03:18 +02:00
Markus Wick a583d36c7f Merge pull request #4326 from degasus/framedump
Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
Markus Wick a86b2c15d8 Merge pull request #4322 from Helios747/I_hate_features
Remove Frameskip
2016-10-08 21:41:43 +02:00
degasus 64927a2f81 Renderer: Merge screenshot logic into VideoCommon. 2016-10-08 19:38:57 +02:00
anthony b427ead0cc Remove Frameskip 2016-10-08 11:49:51 -05:00
degasus db0509560e AVIDump: Hard code rgba. 2016-10-08 18:16:32 +02:00
degasus 0864ef4352 VideoCommon: Add custom stride for framedumping. 2016-10-08 15:44:54 +02:00
degasus 1ef5ba0c53 D3D: Skip redundant format convertions. 2016-10-08 15:40:49 +02:00
degasus b5a91e1dfa Framedumps: Add finish() function to limit memory lifetime. 2016-10-08 15:39:22 +02:00
degasus ebc617882b VideoCommon: Drop RepeatFrameDumpFrame helper.
This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
degasus 6b08830a95 D3D12: Use VideoCommon framedump helpers. 2016-10-07 23:15:10 +02:00
Markus Wick ef1bfc26b2 Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
Chris Burgener 43c48a6f48 Fix frame dumps on file close in certain situations 2016-10-04 09:26:23 -04:00
degasus 829fc8f0ad PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Shawn Hoffman 86112c7258 VideoCommon: Minor changes
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
Stenzek 828aac7890 VideoBackends: Make TextureCache::CompileShaders return a bool 2016-10-01 01:09:12 +10:00
Stenzek 5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
Markus Wick cb759528e0 Merge pull request #3893 from hthh/perf-query-bug
Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
Scott Mansell f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
Lioncash 9e26ef4aa8 D3D12: Remove unnecessary renderer global references 2016-08-31 14:14:51 -04:00
Scott Mansell 0fbf72cbf1 Merge pull request #4140 from Armada651/ww-depth
D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
Jules Blok a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Jules Blok 65472260d8 D3D: Correctly invert the viewport depth range. 2016-08-23 09:57:11 +02:00
Lioncash 2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +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
Jules Blok e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +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
hthh 8be5717a60 Improve PerfQuery accuracy
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00