Commit Graph

1887 Commits

Author SHA1 Message Date
Stenzek 93ab50c555 OGL: Move primitive restart enable logic to GLUtil 2018-03-10 16:11:20 +10:00
Stenzek 51a586d11a GLUtil: Encapsulate functions in a namespace 2018-03-10 16:11:19 +10:00
Stenzek fc1fe0672b OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
2018-03-10 15:56:37 +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 1ddc4c5568 D3D: Make NativeVertexFormat thread safe 2018-03-10 15:56:24 +10:00
Stenzek 40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek 5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek 00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +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
Markus Wick 227db66e4f OGL: Use glBufferData on Mali.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!

The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:

https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support

The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData

It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...

We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.

So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek e4d3b5f626 OGL: Only create bad shader files in Dump when compile failed
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Anthony b66f96c617
Merge pull request #6042 from stenzek/videocommon-pipelines
VideoCommon pipelines ("Abstract Pipeline")
2018-02-23 09:18:19 -08:00
Stenzek 2ba8f67feb OGL: Call GLInterface->Update() on window resize
macOS in particular requires the context be updated manually when the window
is resized.
2018-02-23 22:27:10 +10:00
Stenzek fec6bb4d56 VideoBackends: Add AbstractShader and AbstractPipeline classes 2018-02-22 22:02:34 +10:00
Stenzek 31111ef143 D3D: Remove state stack from tracker, set explicitly instead 2018-02-22 19:40:55 +10:00
Stenzek e18c7b1c33 D3D: Support state tracking of compute shaders 2018-02-22 19:11:27 +10:00
Stenzek e8ff2b2006 D3D: Support compiling compute shaders 2018-02-22 19:11:25 +10:00
Stenzek aaea515d71 GLUtil: Drop now-unused attributeless VAO helpers 2018-02-22 19:09:28 +10:00
Stenzek 052d78bcb1 OGL: Log warnings from shader compiles, even if it compiled successfully 2018-02-22 19:08:54 +10:00
Stenzek 3fd4142f36 OGL: Track state of last bound vertex array object
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Markus Wick e01fe46068
Merge pull request #6367 from stenzek/gl-flush
OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT
2018-02-19 16:26:35 +01:00
Stenzek de632fc9c8 Renderer: Handle resize events on-demand instead of polling
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 5baf3bbe2e OGL: Clear backbuffer before presenting instead of at start of frame 2018-02-20 01:11:40 +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
These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek 84b990faa0 VideoConfig: Remove bForceCopyToRam field
It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Stenzek 6490c2b86b OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT 2018-02-09 01:25:14 +10:00
Stenzek 4b96db8fc9 OGL: Don't leave staging texture buffer bound after mapping
This could cause glReadPixels() calls which assume no buffer is bound
(e.g. CPU EFB access) to fail. The problem was limited to devices which
don't support persistent mapping, as the map path is not otherwise.
2018-02-09 01:15:27 +10:00
Anthony 096131c908
Merge pull request #6334 from stenzek/startup
Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Anthony 4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Greg V be716a680f Do not link to libusbhid on FreeBSD/NetBSD
Both libusbhid (system library) and libhidapi (3rd party library)
provide a function called hid_init. Dolphin was being linked to both.

The WiimoteScannerHidapi constructor was calling hid_init without
arguments. libusbhid's hid_init expects one argument (a file path).
It was being called as if it was defined without arguments, which
resulted in a garbage path being passed in, and because of that,
the Qt GUI was failing to launch with the following error:
'dolphin-emu-qt2: @ : No such file or directory'
2018-02-05 00:46:59 +03:00
Stenzek 260d5b7aa7 BPMemory: Handle fog configuration where both A and C are infinity/NaN
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.

However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00
Stenzek fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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
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
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
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 c709f3c2d1 Standardise some enums from ALL_CAPS to CamelCase 2018-01-05 10:03:58 -08:00
Jonathan Hamilton 8d68adcaf3 Workaround qualcomm driver bug
It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
2018-01-05 09:56:46 -08:00
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
Stenzek 5f5aca7870 OGL: Fix incorrect usage of glGetTextureSubImage
Was causing issues with texture dumping on newer drivers.
2017-12-10 15:31:14 +10:00
degasus 02dd062518 VideoCommon: Drop now unused efb2tex matrix generation. 2017-12-06 09:30:03 +01:00
Stenzek e0ffce2785 D3D: Use VideoCommon EFB-to-texture shaders 2017-12-06 03:33:50 +10:00
Lioncash 050440fd5b OGL/TextureConverter: Remove unnecessary using declaration 2017-12-03 18:51:22 -05:00
Lioncash 93e85f9a7c OGL/TextureConverter: Resolve -Wmissing-variable-declaration warnings 2017-12-03 18:51:17 -05:00
JosJuice f68956a614
Merge pull request #6232 from lioncash/d3d-vert-mgr
D3D/VertexManager: Add missing includes
2017-12-03 09:24:23 +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
Lioncash b0fadbb5de D3D/VertexManager: Add missing includes
Gets rid of reliance on indirect includes
2017-12-02 20:09:33 -05:00
Léo Lam d95177526f VideoBackends: Fix -Wswitch warnings 2017-12-02 21:52:07 +01:00
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
Lioncash 1e7096dd27 D3DBase: Mark file-scope variables as internally linked where applicable 2017-11-30 23:46:46 -05:00
Stenzek cd68b3606c
Merge pull request #6193 from stenzek/readbacks
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
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 ab44536a3c OGL: Update the window size after swapping buffers, not before
Prevents us from rendering beyond the viewport bounds.
2017-11-23 16:09:59 +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
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 752dd4761d D3D: Use new readback methods for EFB2RAM 2017-11-22 18:47:04 +10:00
Stenzek 9da9f26b90 OGL: Use new readback methods for EFB2RAM 2017-11-22 18:47:04 +10:00
Stenzek 59517318d6 Vulkan: Use new readback methods for texture encoding 2017-11-22 18:47:04 +10:00
Stenzek c2cc128f1b AbstractTexture: Implement Save using new common methods 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
Stenzek f43d85921d VideoBackends: Add AbstractStagingTexture class
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek a584ccc7d8 AbstractTexture: Support BGRA8 formats
Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek 49a9c33bd7 VideoCommon: Move abstract texture creation function to Renderer 2017-11-22 18:47:04 +10:00
Stenzek 5860c97144 D3D: Move device release from Renderer destructor to shutdown
Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
Stenzek c5a89b6483 D3D: Remove BeginFrame/EndFrame
These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
Stenzek d9400f708a D3D: Move remaining static variables from Render.cpp to Renderer class 2017-11-22 18:47:04 +10:00
Stenzek 798ec96e14 D3D: Make state cache part of Renderer and not static 2017-11-22 18:17:07 +10:00
Leo Lam 73a67aa413
Merge pull request #6204 from stenzek/downscaled-screenshots
Frame Dumping: Fix window-size framedumping
2017-11-22 07:53:23 +01:00
Stenzek efb9759862 LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00
Stenzek 39559f6358 VideoConfig: Remove bSupportsInternalResolutionFrameDumps
Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Lioncash d6f10fdc15 D3DUtil: Remove unused defines 2017-11-19 12:14:18 -05:00
Lioncash 01a92af014 D3DUtil: Make file-scope variables internally linked where applicable
All file scope variables are able to be made internally linked.

CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00
Leo Lam 80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
Markus Wick 40ed0e4251
Merge pull request #6198 from lioncash/cmake
D3D: Remove non-existent files from CMakeLists.txt
2017-11-19 10:41:32 +01:00
Lioncash 364eaadfe5 VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash 2ef8ded8ce D3D: Remove non-existent files from CMakeLists.txt
Just a leftover that was missed in the Hybrid XFB PR.
2017-11-19 00:29:23 -05:00
Lioncash 5337e58284 VideoConfig: Make StereoMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
Lioncash 10697bcbe3 VideoConfig: Make AspectMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:17:56 -05:00
iwubcode bf7db3f888 Software Backend: Remove reinterpret_cast which violates the strict aliasing rule 2017-11-17 22:11:33 -06:00
iwubcode 1a1c3560ce Software Backend: Rename 'copy_region' to 'CopyRegion' 2017-11-17 22:11:33 -06:00
iwubcode 0f7f4ccaf9 Software Backend: allow screenshots/video to be taken with valid data 2017-11-17 22:11:33 -06:00
iwubcode 7248dd47d5 Hybrid XFB: Fix lint errors 2017-11-17 22:11:32 -06:00
iwubcode 4964fc87ae Video Backends: Remove the right of the xfb region for games where the
VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode 53684701fa HybridXFB: Fix lint errors 2017-11-17 22:11:31 -06:00
iwubcode 1090549552 Software Backend: Force EFB/XFB to copy to ram 2017-11-17 22:11:31 -06:00
iwubcode 6e686f6ea1 Software Backend: Fix xfb output and add vertical scaling support 2017-11-17 22:11:31 -06:00
iwubcode 76b775d5be Video Common: Add XFB decoding via the GPU 2017-11-17 22:11:30 -06:00
iwubcode 4d13f69dc1 Remove TODOs 2017-11-17 22:11:29 -06:00
iwubcode 33bc286baa Remove old XFB logic 2017-11-17 22:11:29 -06:00
iwubcode b285188de1 Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode 2cd9565b18 Add an additional flag fo 'XFB Copy' 2017-11-17 22:11:29 -06:00
iwubcode 65cd085f9b Add new GUI option to skip XFBToRam and remove old XFB options 2017-11-17 22:11:28 -06:00
iwubcode 198d3b69b4 Add ability to dump xfb copies to texture for debugging purposes 2017-11-17 22:11:28 -06:00
iwubcode a9f0d1783b Support frame and video dumping from VideoCommon 2017-11-17 22:11:23 -06:00
iwubcode 79387dddb2 Add support for hybrid XFB 2017-11-17 19:47:56 -06:00
Lioncash 2a782b8f16 D3D/main: Remove unused variable in InitBackendInfo() 2017-11-12 13:24:02 -05:00
Lioncash 3dbd6a53cc D3DUtil: Remove unused file-scope variables
These used to be used when the drawShadedTexSubQuad() function existed,
but since it's been removed they now have no use.
2017-11-11 18:56:44 -05:00
Anthony d378811271
Merge pull request #6165 from JosJuice/auto-ir-handling
Fix incorrect handling of auto IR
2017-11-06 23:10:53 -08:00
Pierre Bourdon bb0794715c
Merge pull request #6111 from stenzek/enable-vk-nv-glsl
Vulkan: Use VK_NV_glsl extension where available, and skip glslang
2017-11-04 17:14:28 +01:00
JosJuice a310cbec8e Fix incorrect handling of auto IR
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Leo Lam e29cd19f73
Merge pull request #6118 from Tomcc/master
Resolution independent mipmaps (high IR Super Mario Galaxy Fix)
2017-10-31 21:37:20 +01:00
iwubcode b201777b83 D3D Backend: Change encoding parameter types from DWORD to our platform agnostic types 2017-10-30 10:27:02 -05:00
Tommaso Checchi 5fb6ceac45 Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient. 2017-10-27 00:45:20 -07:00
Leo Lam 6e9e681438 Merge pull request #6124 from stenzek/vulkan-shutdown-vxfb
Vulkan: Fix crash on shutdown with Virtual XFB enabled
2017-10-22 16:42:24 +02:00
Michael M 82129d30c9 TextureCache: don't create texture decoding resources if not enabled 2017-10-21 23:06:44 -07:00
Stenzek 271f1af8c9 Vulkan: Fix crash on shutdown with Virtual XFB enabled 2017-10-18 22:11:59 +10:00
Stenzek 06bbf111d9 Vulkan: Improve readability of device/instance extension checks 2017-10-11 23:18:01 +10:00
Stenzek 79188d4f55 Vulkan: Use VK_NV_glsl extension where available, and skip glslang 2017-10-11 23:15:41 +10:00
Stenzek 90ca2e8042 Merge pull request #6066 from stenzek/vulkan-resize
Vulkan: Fixes for window resizing
2017-10-11 23:02:48 +10:00
Stenzek 4301b8538d Vulkan: Only use oldSwapchain in response to VK_ERROR_OUT_OF_DATE_KHR
Seems to be required on the latest NV driver, otherwise the presented
images are never shown.
2017-10-10 23:21:40 +10:00
Stenzek cdf34a79f7 Vulkan: Set a flag to resize the swap chain when presenting fails
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
2017-10-10 23:21:40 +10:00
Stenzek 80593f502e Vulkan: Fix bug where command buffer wouldn't be started after resize 2017-10-10 23:21:40 +10:00
Léo Lam 8f56219ea8 Vulkan: Fix crash when Core initialisation fails
The Vulkan backend was not shutting down the AsyncShaderCompiler and
some other instances, causing asserts to hit, followed by a hard crash.
2017-10-08 12:34:06 +02:00
Lioncash dbd9aeb210 OGL/TextureCache: use std::array for the palette shader array 2017-09-17 02:34:02 -04:00
Lioncash 6d9ed9dc32 OGL/TextureCache: Move file statics to the TextureCache class
These rely on instance state, or are used within instance-based class
member functions, so they should belong to the instance itself instead
of being file statics.
2017-09-17 02:33:56 -04:00
Lioncash 343bde2712 Software/TextureSampler: const correctness 2017-09-11 20:13:47 -04:00
Stenzek 24ddea04ce VideoBackends: Move SamplerState to common 2017-09-11 20:01:54 +10:00
Stenzek 340aabbb06 VideoCommon: Add helpers for generating common render states 2017-09-11 20:01:52 +10:00
Stenzek b7a099814a Vulkan: Clear contents of EFB convert framebuffer at create time
Fixes a validation layer warning when converting pixel formats.
2017-09-11 20:01:50 +10:00
Stenzek e584090822 Vulkan: Fix interface mismatch in RGB->YUYV shader 2017-09-11 20:01:48 +10:00
Stenzek 836b9b9acb Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek 2869c570f1 Renderer: Move depth state to VideoCommon and seperate from bpmem 2017-09-11 19:40:26 +10:00
Markus Wick 432117047b Merge pull request #6045 from lioncash/sw-vertloader
SWVertexLoader: Minor cleanup
2017-09-10 11:23:25 +02:00
Markus Wick 88624f638f Merge pull request #6041 from stenzek/streambuffer-fence
StreamBuffer: Don't wait on fences twice when reserve > commit
2017-09-10 11:20:01 +02:00
Lioncash 696e1b40b5 Common: Move version strings to their own header
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label

This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.

This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
2017-09-09 19:28:10 -04:00
Lioncash 46579fe41c SWVertexLoader: Make SWVertexLoader a final class
It doesn't make sense to allow extending this class based off the way
the VertexLoader API is set up.
2017-09-09 15:33:30 -04:00
Lioncash dd8b41326c SWVertexLoader: Make SetFormat() and ResetBuffer() private
SetFormat() is only ever used internally. ResetBuffer() is only
used to implement the VertexManagerBase class interface, so
there's no need to make it protected.
2017-09-09 15:33:30 -04:00