Commit Graph

2453 Commits

Author SHA1 Message Date
OatmealDome 3e9c9a3e8d
Merge pull request #12004 from TellowKrinkle/MetalMultiTarget
VideoBackends:Metal: Multi render target support
2023-09-03 23:31:38 -04:00
iwubcode 89e2fc1dd3 VideoBackends: update SRVDescriptorTable size in DX12 to use pixel sampler constant 2023-08-13 17:23:26 -05:00
JMC47 5512d19d4b
Merge pull request #12061 from iwubcode/cubemap_backends_only
VideoBackends: add support for cube maps for OGL, Vulkan, and D3D
2023-08-10 18:36:48 -04:00
Dentomologist 83f307ec7e D3D12: Only use framebuffer integer descriptor if allocated
Verify that DXFramebuffer's integer RTV descriptor's cpu_handle has been
allocated before using it, and if it hasn't use the non-integer RTV
descriptor instead. This fixes a Dolphin crash in Twilight Princess, and
possibly other games (Issue 13312).

As an optimization to save space in the descriptor heap, DXFramebuffer's
integer descriptor is only initialized if the given abstract texture
format has different integer and non-integer RTV formats. This
previously wasn't accounted for by GetIntRTVDescriptorArray, which could
cause DX12::Gfx::BindFramebuffer to call OMSetRenderTargets with an
invalid descriptor which would lead to a crash.

Triggering the bug was fortunately rare because integer formats are only
used when blending is disabled and logic ops are enabled. Furthermore,
the standard integer abstract format is RGBA8 which has different
integer and non-integer RTV formats, causing the integer descriptor to
be initialized and avoiding the bug.

The crash started appearing in a2702c6 because it changed the
swapchain's abstract texture format from RGBA8 to RGB10_A2. Unlike
RGBA8, RGB10_A2 has the same integer and non-integer RTV formats and so
the bug can be triggered if the other requirements are met.
2023-08-04 13:17:33 -07:00
iwubcode e892b7f1ac VideoBackends: add support for cube maps for OGL, Vulkan, and D3D 2023-07-21 19:09:40 -05:00
OatmealDome 423c7c58cd
Merge pull request #12042 from JosJuice/logic-op-no-win7
D3D: Remove Windows 7 mention in logic ops warning
2023-07-11 20:23:16 -04:00
JosJuice 5acebc71c4 D3D: Remove Windows 7 mention in logic ops warning
Dolphin no longer supports Windows 7, so the fact that there are (were?)
more people who use Windows 7 than who use a GPU that doesn't support
the required feature is no longer relevant.
2023-07-11 22:41:51 +02:00
Admiral H. Curtiss eedc1144c1
Merge pull request #11923 from iwubcode/multi-texture-compute-support
VideoBackends: support multiple compute images for some backends
2023-07-01 17:47:55 +02:00
Admiral H. Curtiss 4774fe3445
VKGfx: Add parentheses around ambiguous if statements. 2023-06-29 03:59:18 +02:00
iwubcode 3627398cf5 VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan) 2023-06-28 17:15:31 -05:00
TellowKrinkle fc4036af80 VideoBackends:Metal: Multi render target support 2023-06-28 00:11:37 -05:00
Admiral H. Curtiss 02909bd1a5
Merge pull request #11850 from Filoppi/post_process_fixes
Video: implement color correction to match the Wii/GC NTSC/PAL color spaces (and gamma)
2023-06-23 18:08:23 +02:00
Filoppi a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.
To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary
to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and
do them in linear space instead of gamma space (which is very important when playing at low resolutions).
For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now
R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted.

Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly)
as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used
by video standards dating to the pre HDR era (roughly gamma 2.35).

Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for
our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without
having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games
with strongly different and simpler lighting. HDR should also be supported in Linux.
Development of my own AutoHDR shader is almost complete and will come next.

This has been carefully tested and there should be no regression in any of the different features that Dolphin
offers, like multisampling, stereo rendering, other post processes, etc etc.

Fixes: https://bugs.dolphin-emu.org/issues/8941

Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com>
Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-19 01:34:42 +03:00
Admiral H. Curtiss 9e06b6964b
Merge pull request #11963 from iwubcode/d3d12_fix
VideoBackends: fix d3d12 error when validation layers enabled
2023-06-19 00:33:40 +02:00
Filoppi 0584f8ae2a Video: fix Vulkan RGBA10_2 format to the actual most common one (used as swapchain format) 2023-06-18 12:58:40 +03:00
get 07ad75f34f EnumUtils: Add Common::ToUnderlying
Mirrors the C++23 <utility> function, std::to_underlying
2023-06-17 07:15:33 -05:00
iwubcode ba74902bca VideoBackends: fix d3d12 validation layer error introduced by multi-output texture breaking logic ops support 2023-06-17 01:48:59 -05:00
Robin Kertels 23bebc5270
VideoBackends:Vulkan: Allow loading custom drivers on Android
... using libadrenotools
2023-06-11 13:52:34 +02:00
OatmealDome 7752e247f7
Merge pull request #11911 from TellowKrinkle/MTLParallelCompilation
VideoBackends:Metal: Enable shouldMaximizeConcurrentCompilation when available
2023-06-10 19:39:24 +02:00
Admiral H. Curtiss 8f51a9d2d8
Merge pull request #11699 from Pokechu22/gl-check-maximum-samples
OpenGL: Check the list of supported AA modes instead of hardcoding
2023-06-09 15:07:07 +02:00
Admiral H. Curtiss 092773ad0c
Merge pull request #11859 from iwubcode/backend-multi-output
VideoBackends: add support to allow rendering to multiple output targets
2023-06-09 13:40:21 +02:00
Pokechu22 b246a634d4 OpenGL: Check the list of supported AA modes instead of hardcoding 2023-06-08 22:07:41 -07:00
Pokechu22 c63f0f37cd VideoCommon: Pass WindowSystemInfo to InitBackendInfo 2023-06-08 22:07:39 -07:00
TellowKrinkle e7f4b7679b VideoBackends:Metal: Enable shouldMaximizeConcurrentCompilation when available 2023-06-08 18:57:41 -05:00
Admiral H. Curtiss 3dbdf0472d
Merge pull request #11901 from Filoppi/add_texture_types
Video: add R10B10G10A2 and R16G16B16A16F texture types
2023-06-08 15:28:15 +02:00
Filoppi cdc53c046b Video: add R10B10G10A2 and R16G16B16A16F texture types (needed by PR 11850) 2023-06-08 03:17:20 +03:00
Filippo Tarpini 80d12e3e88
Video: Fix crash when getting the AA modes
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.
2023-06-08 02:46:08 +03:00
iwubcode 834f8f7b5c VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
TellowKrinkle 0ee12b6164 VideoBackends:Metal: Allocate bounding box uploads on a cpu buffer
AMD Metal drivers have a goofy bug where the bbox buffer stops being coherent with the cpu if you copy to it from a private (gpu) buffer and don't do anything else with it in that command buffer.
2023-05-28 17:08:08 -05:00
OatmealDome 28f1a4cec1
Merge pull request #11757 from TellowKrinkle/BCniOS
Enable BCn texture support on iOS where available
2023-04-29 08:54:18 +02:00
TellowKrinkle 9cc3ba6fc6 VideoBackends:Metal: Enable BCn support on iOS 2023-04-28 20:35:54 -05:00
Admiral H. Curtiss 653be9e45d
Merge pull request #11628 from Pokechu22/gles-32-only-multisample
OGL: Only specify precision for sampler2DMSArray when it is defined
2023-04-23 16:02:15 +02:00
Lioncash 07ed932a09 Common/LinearDiskCache: Move interface into Common namespace
Gets the interface out of the global namespace.
2023-04-19 09:14:39 -04:00
OatmealDome 8aae296d4e
Merge pull request #11759 from TellowKrinkle/MTLPerfQueryFixes
VideoBackends:Metal: Fix perf queries
2023-04-18 22:15:50 +02:00
Admiral H. Curtiss 2e7f0d002e
Merge pull request #11760 from Minty-Meeo/embracing-nullptr
Embrace nullptr over NULL and 0
2023-04-18 22:14:11 +02:00
OatmealDome 8a355dbbd7
Merge pull request #11708 from TellowKrinkle/MetalMaxPixSamplers
VideoBackends:Metal: Use max pixel samplers constant
2023-04-18 22:11:06 +02:00
get a5d06fde4b Embrace nullptr over NULL and 0 2023-04-15 16:07:05 -05:00
Lioncash 784a216927 Common/MathUtil: Move IntLog2 into MathUtil namespace
Gets this out of the global namespace.
2023-04-15 03:35:05 -04:00
TellowKrinkle 09c80513cd VideoBackends:Metal: Fix perf queries
Fixes an issue where perf queries could end up including counts from previous queries
2023-04-14 00:25:31 -05:00
Pokechu22 8b0bd31e72 OGL: Use GL_OES_texture_storage_multisample_2d_array when supported
See https://bugs.dolphin-emu.org/issues/13198
2023-04-08 15:32:27 -07:00
Pokechu22 3f143d1bc9 OGL: Only specify precision for sampler2DMSArray when it is defined
See https://bugs.dolphin-emu.org/issues/13198
2023-04-08 15:32:27 -07:00
Pokechu22 53beda526b OGL: Remove bSupports2DTextureStorageMultisample and bSupports3DTextureStorageMultisample
bSupports2DTextureStorageMultisample is completely unused, while bSupports3DTextureStorageMultisample is practically unused. In the past, these were checked and fell back to sampler2DMS instead of sampler2DMSArray on GLES 3.1, but this path was removed in f039149198 and Dolphin always uses array textures now.
2023-04-08 15:32:27 -07:00
Pokechu22 c68d484a65 OGL: Convert SupportedESPointSize to an enum class 2023-04-08 15:32:27 -07:00
TellowKrinkle ed177bdbd7 VideoBackends:Metal: Use max pixel samplers constant 2023-04-08 02:12:31 +02:00
Pokechu22 56fcc97f6d CMake: Check `WIN32` instead of `CMAKE_SYSTEM_NAME STREQUAL Windows` 2023-04-06 18:37:45 -07:00
Pierre Bourdon d8fabd37fb
Merge pull request #11417 from K0bin/vk-submit-thread-cleanup
VideoBackends:Vulkan: Clean up submission thread using WorkQueueThread
2023-04-04 22:02:39 +02:00
degasus 196c684ac1 Vulkan: Enable subgroupShuffle.
It is used as workaround for the missing subgroupBroadcastDynamicId flag on SPIR-V < 1.5.
2023-03-24 21:53:23 +01:00
Robin Kertels c1be9628fc
VideoBackends:Vulkan: Use WorkQueueThread 2023-03-20 16:40:32 +01:00
Robin Kertels 9186050daa
VideoBackends:Vulkan: Clean up submission thread BlockingLoop usage 2023-03-20 16:23:35 +01:00
Admiral H. Curtiss aac9647ba2
Divide by MSAA for PerfQuery in all backends. 2023-03-14 02:13:25 +01:00