Commit Graph

35986 Commits

Author SHA1 Message Date
JMC47 dbaebdc585
Merge pull request #10222 from phire/fix-copy-filter-clamping
Fix copy filter clamping
2021-11-18 17:48:33 -05:00
Pokechu22 94ccf765af Add option for setting the PNG zlib compression level 2021-11-18 13:10:22 -08:00
JMC47 6f4bbac528
Merge pull request #9956 from Pokechu22/non-power-of-2-wrap-2
VideoCommon: Manually handle texture wrapping and sampling
2021-11-18 13:08:23 -05:00
Pokechu22 95b9941044 Use Fast Texture Sampling by default
This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab.  This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.

Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:29:57 -08:00
Pokechu22 1adff1c467 VideoCommon: Skip textureQueryLevels if it doesn't exist 2021-11-17 21:28:39 -08:00
Pokechu22 bdcfb31187 VideoCommon: Handle custom texture sizes correctly
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke.  That can happen with custom textures, and also with scaled EFB copies at non-native IRs.  It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly).  The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
Pokechu22 93eea7cb13 VideoCommon: Add option to use old behavior (Fast Texture Sampling)
Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:27:32 -08:00
Pokechu22 ee80298ca4 VideoCommon: Implement diagonal LOD
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`.  However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
Pokechu22 b9288212a0 Software: Adjust diagonal LOD implementation
This produces behavior matching the behavior on hardware (see Wario's Gold Mine in Mario Kart Wii).
2021-11-17 20:04:34 -08:00
Pokechu22 51e3334526 VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible 2021-11-17 20:04:34 -08:00
Pokechu22 ddf2691395 VideoCommon: Manually handle texture wrapping and sampling 2021-11-17 20:04:34 -08:00
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22 9ef228503a VideoCommon: Provide raw texdims to shaders 2021-11-17 20:04:34 -08:00
Pokechu22 a273b65566 RenderState: Use operator== for operator!= and adjust constructors 2021-11-17 20:04:34 -08:00
Pokechu22 6236a0d494 Eliminate SamplerCommon 2021-11-17 20:04:34 -08:00
Pokechu22 3096f77ba0 Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
This was added in 0b9a72a62d but became irrelevant in 70f9fc4e75 as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
Pokechu22 d2041b4c2a VideoCommon: Add signed version of BitfieldExtract 2021-11-17 20:04:33 -08:00
Pokechu22 555a93057c VideoCommon: Allow BitfieldExtract in specialized shaders 2021-11-17 20:04:33 -08:00
Mai M 8b57aad8ed
Merge pull request #10229 from JosJuice/android-game-list-livedata
Android: Make GameFileCacheManager use LiveData
2021-11-17 17:21:39 -05:00
JosJuice 2941cf8d94 Android: Make GameFileCacheManager use LiveData, part 2
Gets rid some uses of the deprecated LocalBroadcastManager.

One note about the changes in GameFileCacheManager itself:
The change from compareAndSet to getValue followed by
setValue is actually safe, because startLoad and startRescan
only run from the main thread, and only the main thread ever
sets the flags to true. So it's impossible for any other thread
to change the flag in between the getValue and the setValue.
2021-11-17 21:49:51 +01:00
JosJuice 857963b336 Android: Make GameFileCacheManager use LiveData, part 1 2021-11-17 21:29:11 +01:00
Mai M 735fd60e52
Merge pull request #10217 from JMC47/bombermanjetters
Force Dual Core on for Bomberman Jetters
2021-11-16 23:29:40 -05:00
Mai M b14d982d36
Merge pull request #10225 from JosJuice/android-game-settings-title
Android: Properly set game settings title when navigating backwards
2021-11-16 23:26:38 -05:00
Mai M f4a32834b9
Merge pull request #10223 from JosJuice/enforce-skirts
GameINI: Fix comments causing errors in GALE01r0.ini
2021-11-16 23:24:52 -05:00
Mai M f10d95e2b2
Merge pull request #10224 from JosJuice/android-not-service
Android: Make GameFileCacheService not be a service
2021-11-16 23:22:22 -05:00
JosJuice bb2ee279cd Android: Properly set game settings title when navigating backwards 2021-11-16 22:09:40 +01:00
JosJuice ffd8cd059c Android: Make GameFileCacheService not be a service
The past few Android releases have been adding restrictions
to what services are allowed to do, for the sake of stopping
services from using up too much battery in the background.
The IntentService class, which GameFileCacheService uses,
was even deprecated in Android 11 in light of this.

Typically, the reason why you would want use a service instead of
using a simple thread or some other concurrency mechanism from the
Java standard library is if you want to be able to run code in the
background while the user isn't using your app. This isn't actually
something we care about for GameFileCacheService -- if Android wants
to kill Dolphin there's no reason to keep GameFileCacheService
running -- so let's make it not be a service.

I'm changing this mainly for the sake of future proofing, but there
is one immediate (minor) benefit: Previously, if you tried to launch
Dolphin from Android Studio while your phone was locked, the whole
app would fail to launch because launching GameFileCacheService
wasn't allowed because Dolphin wasn't considered a foreground app.
2021-11-16 21:45:06 +01:00
Scott Mansell 9bbc843542 VideoSoftware: Fix copy filter clamping 2021-11-17 09:29:16 +13:00
JosJuice 31bfbca923 Android: Split up GameFileCacheService.onHandleIntent 2021-11-16 21:15:49 +01:00
Scott Mansell 7128befb39 Fix copy filter clamping regression in Spyro
This fixes horizontal lines in the bloom effect of Spyro: A Hero's Tail,
which is a regression caused by PR #10204

Screenshot of regression:
https://user-images.githubusercontent.com/138484/142030503-90fcd8d5-63d3-4820-874a-72e9be0c4768.png

Fixed:
https://user-images.githubusercontent.com/138484/142031598-b85ff55c-1302-4e4d-bcb2-57848974056b.png

Spyro uses an 640x80 pixel sub-buffer within the EFB to calculate
it's bloom effects, which it places below the main 640x448 buffer.

EFB layout:
https://user-images.githubusercontent.com/138484/142030573-e933b6ae-c37e-4be6-86d4-0bc779b92535.png
Note: Colors are wrong because the main color buffer uses RGBA6,
      while the bloom is calculated in RGB8

This allows it to do bloom without backing up part of the EFB to
main memory, as most games do.

But, since some of the sub-buffers used in the bloom effect are taller
than 80 pixels, they need to be sliced up into smaller sub, sub buffers
which get combined later when copied to main memory.

At one point, a 320x224 buffer is broken up into 320x80, 320x64 and
320x80 slices. These are copied out with the copy filter set to a
vertical blur.

Because there was an off-by-one errror in the clamping coordinates,
the bottom line of the color buffer would be blurred into
the top of each slice.

Final combined EFB copy:
https://user-images.githubusercontent.com/138484/142031360-2c076839-7c96-4b3b-a093-d899d0a2c7ae.png

Fixed version:
https://user-images.githubusercontent.com/138484/142031370-72e41a35-3b3e-4662-a483-79203e357ecc.png

Before #10204 the copy filter wasn't enabled for efb copies, and most
other games don't do this type of slicing.

FIFO CI shows that a few other games are effected, it's always just a minor difference to the top line where there was previously a slight hint of garbage.
2021-11-17 06:12:46 +13:00
JosJuice 89cb311c86 GameINI: Fix comments causing errors in GALE01r0.ini
Same problem as 658eed4... Except instead of just making the
comments use #, I'm actually removing some of the codes entirely
because they are of questionable value.

Should fix https://bugs.dolphin-emu.org/issues/12737.
2021-11-16 17:58:16 +01:00
Mai M 0b81640dd1
Merge pull request #10221 from shuffle2/msbuild
msbuild: remove workaround for older winsdk
2021-11-15 19:53:35 -05:00
Shawn Hoffman 5e1fee7dbd msbuild: remove workaround for older winsdk 2021-11-15 16:23:33 -08:00
JosJuice 7292ac0ce5 Android: Remove DirectoryInitialization from AndroidManifest.xml
It isn't a service, so it shouldn't be listed as one.
2021-11-15 23:23:17 +01:00
JMC47 26fdc19c8d
Merge pull request #10204 from Pokechu22/efb-copy-filter
VideoCommon: Use the copy filter for EFB copies as well as XFB copies
2021-11-15 17:04:27 -05:00
Mai M b919557e25
Merge pull request #10219 from shuffle2/extern
msbuild: use /external:anglebrackets
2021-11-15 11:10:38 -05:00
Léo Lam d17dcf72ff
Merge pull request #10201 from JMC47/mp6-codeadjust
GameINI: Fix Comment Causing Parsing Errors in Mario Party 6/7 INIs.
2021-11-15 14:59:31 +01:00
JMC47 658eed405a GameINI: Fix Comments in Mario Party 6/7 AR Codes
Using the "*" symbol as a comment only works for Gecko Codes for some
reason.  I changed it to "#".
2021-11-15 07:33:49 -05:00
Shawn Hoffman a69adafdd8 msbuild: use /external:anglebrackets
Revert usage of ExternalIncludePath, as that var is specifically
for external includes which do not get scanned for changes.
2021-11-15 00:33:51 -08:00
Mai M a58b1dc38b
Merge pull request #10216 from JosJuice/user-not-global
DSP: Reword inappropriate references to Global User Directory
2021-11-14 20:12:50 -05:00
JMC47 40acfb9067 Force Dual Core on for Bomberman Jetters
This game requires emulating the Fifo Pipeline or have Single Core be
able to read ahead in the Fifo.  Because Single Core currently processes
things in a serialized manner, this game will not run regardless of
CPU/GPU timing hacks.
2021-11-14 18:44:43 -05:00
JosJuice da0be24b2f DSP: Reword inappropriate references to Global User Directory
These messages apply to the User directory regardless of
whether it's global or local, so we shouldn't specify "global".

Also changing "directory" to "folder", just for consistency
with "GC folder" in the same sentence.
2021-11-14 22:55:50 +01:00
Mai M f19ed1be56
Merge pull request #10213 from JosJuice/android-ndk
Android: Bump NDK and CMake versions
2021-11-14 02:59:34 -05:00
OatmealDome f1f0853659 MoltenVK: Move version into a variable 2021-11-13 15:56:12 -08:00
Léo Lam 0d4c8270d0
Merge pull request #9981 from OatmealDome/mvk-external-project
MoltenVK: Use an external project instead of a pre-compiled dylib
2021-11-13 23:26:55 +01:00
OatmealDome 2209dc0355 MoltenVK: Use an external project instead of a pre-compiled dylib
Also, update MoltenVK to match Vulkan SDK 1.2.189.
2021-11-13 11:43:23 -08:00
JosJuice 5a23d5cedf Android: Bump NDK and CMake versions
This should make C++20 and std::filesystem work. (Not that
we really can use std::filesystem much on Android since
it doesn't work with scoped storage...)
2021-11-13 20:41:11 +01:00
JosJuice 3e84279919
Merge pull request #10208 from thatSteveFan/patch-1
Minor comment fix in Matrix.cpp
2021-11-13 15:09:28 +01:00
Pokechu22 868de78f16 VideoCommon: Use the copy filter for EFB copies as well as XFB copies
This fixes the pink screens in EA Sports Active.  See https://gist.github.com/Pokechu22/49455f9094ed0ff017da64e3f7aa0404 for details.
2021-11-11 17:22:50 -08:00
Mai M c55721c754
Merge pull request #10210 from shuffle2/vs2022
msvc: update to vs2022 and windows sdk 10.0.22000
2021-11-11 17:29:37 -05:00