Helios747
b02b616930
[UI] Remove experimental tag from Vulkan
2018-03-21 15:12:12 -07:00
Lioncash
7926a0c814
Use __func__ instead of __FUNCTION__ where applicable
...
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
2018-03-16 13:41:53 -04:00
Lioncash
75f5fcdfee
Assert: Remove unused parameter from DEBUG_ASSERT
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This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
db810956ec
Vulkan: Provide a more accurate method of detecting drivers/vendors
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This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Stenzek
f9c829c7f7
OGL: Re-implement async shader compiling
2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
24df896eb8
VKShader: Fix incorrect loading of binary shaders
2018-03-10 15:56:27 +10:00
Stenzek
5e5dfe686a
VKPipeline: Fix render pass and add pipeline layout fields
2018-03-10 15:56:13 +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
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
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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
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
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These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
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It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony
096131c908
Merge pull request #6334 from stenzek/startup
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Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Anthony
4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
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Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Stenzek
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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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
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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
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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
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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
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
degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
Lioncash
6ca85dbf0a
VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype
2017-12-02 20:20:13 -05:00
Lioncash
c7bc16811c
VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype
2017-12-02 20:15:32 -05:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
degasus
e8febd0cef
VideoCommon: Create a namespace for TextureConversionShaderGen.
2017-12-02 15:17:39 +01:00
Markus Wick
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
...
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Stenzek
cd68b3606c
Merge pull request #6193 from stenzek/readbacks
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Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Stenzek
cf1f975148
Vulkan: Fix headless framedumping without USE_X11 set
2017-11-23 17:00:32 +10:00
Stenzek
32125cf181
OGL: Fix headless frame dumping
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Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek
7f217a8bb2
Vulkan: Drop StagingTexture2D class as it is now duplicated functionality
2017-11-22 18:49:33 +10:00
Stenzek
db1d9de933
AbstractTexture: Drop slow map readback path
2017-11-22 18:49:33 +10:00
Stenzek
6577365851
VideoCommon: Re-implement asynchronous frame dumping
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This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek
59517318d6
Vulkan: Use new readback methods for texture encoding
2017-11-22 18:47:04 +10:00
Stenzek
56afebeb44
AbstractTexture: Seperate CopyRectangleFromTexture to two methods
...
ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00