Stenzek
f6cdc38c8b
Vulkan: Use render-pass based clears where possible
2016-10-01 02:40:02 +10:00
Stenzek
c290398320
Vulkan: Ensure fast path is used for non-RGBA formats when clearing
2016-10-01 02:40:02 +10:00
Stenzek
f4944f006d
Vulkan: Support frame dumping/screenshots
2016-10-01 02:40:02 +10:00
Stenzek
77a128ab87
Implement experimental Vulkan backend
2016-10-01 02:40:01 +10:00
Stenzek
828aac7890
VideoBackends: Make TextureCache::CompileShaders return a bool
2016-10-01 01:09:12 +10:00
Stenzek
6a99cbd9fc
VideoCommon: Call Renderer::SurfaceChanged on render parent resize
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This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
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
Stenzek
09638e714e
VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan
2016-10-01 01:09:12 +10:00
Stenzek
d9c034e8cc
ShaderGen: Specify attribute/output locations/bindings explicitly
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This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Stenzek
9f541e490d
OGL: Handle case where both constant alpha and logic op is enabled
2016-09-30 23:18:14 +10:00
Markus Wick
cb759528e0
Merge pull request #3893 from hthh/perf-query-bug
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Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
Lioncash
c9ef042b2d
Software: Clean out unnecessary includes/fwd decls
2016-09-24 05:28:00 -04:00
Lioncash
ab28ef5cff
FramebufferManager: Add missing header guard
2016-09-23 13:55:51 -04:00
Lioncash
330944eef8
DebugUtils: const correctness
2016-09-22 21:05:17 -04:00
Lioncash
5ac161c132
TextureEncoder: const correctness
2016-09-22 21:01:56 -04:00
Lioncash
eb574e7bac
NativeVertexFormat: const correctness
2016-09-22 21:01:55 -04:00
Lioncash
5f1e444c28
Clipper: const correctness
2016-09-22 21:01:49 -04:00
Lioncash
d79d5d49f4
Rasterizer: const correctness
2016-09-22 20:39:28 -04:00
Markus Wick
2d0e857cb3
Merge pull request #4225 from lioncash/soft
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SWVertexLoader: Value initialize SetupUnit instance
2016-09-22 16:05:32 +02:00
Lioncash
a8c8dd0c53
SWVertexLoader: Value initialize SetupUnit instance
2016-09-22 09:58:44 -04:00
Markus Wick
5890565575
Merge pull request #4233 from lioncash/efb
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EfbInterface: Change out parameters on getters to return by value
2016-09-22 10:49:33 +02:00
Lioncash
33288c4569
EfbInterface: Change out parameters on getters to return by value
2016-09-21 20:56:44 -04:00
Lioncash
fc41e982e9
SWOGLWindow: Utilize the move constructor in PrintText
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The previous code would always do a copy
2016-09-21 13:11:34 -04:00
Lioncash
99baa3268f
SWOGLWindow: const correctness for ShowImage
2016-09-21 12:54:22 -04:00
Lioncash
5b3c74a31a
OGL: Remove unnecessary c_str calls
2016-09-09 06:30:34 -04:00
Scott Mansell
f5c70a4b27
EFB2RAM: Downsample higher resolutions with linear filtering.
2016-09-07 11:17:32 +12:00
EmptyChaos
9d8f373016
VideoSoftware: Don't Init the PixelEngine twice
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PixelEngine is initialized by InitializeShared()
2016-09-03 15:12:41 +10:00
Markus Wick
da82389347
Merge pull request #4172 from phire/software_fog_error
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VideoSoftware: Fix unsigned overflow bug in fog
2016-09-02 09:53:44 +02:00
Scott Mansell
0e7424b359
VideoSoftware: Fix unsigned overflow bug in fog
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Was causing fog errors on the left half of the screen.
Only appeared to affect visual studio builds, GCC did the correct
thing.
2016-09-02 10:12:44 +12:00
Jules Blok
2ab9e5e610
Merge pull request #4165 from lioncash/global
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Backends: Remove unnecessary references to the renderer global
2016-09-01 03:20:31 +02:00
Lioncash
ec7114a658
OGL: Remove unnecessary renderer global references
2016-08-31 14:19:56 -04:00
Lioncash
168e145fae
D3D: Remove unnecessary renderer global references
2016-08-31 14:17:22 -04:00
Lioncash
9e26ef4aa8
D3D12: Remove unnecessary renderer global references
2016-08-31 14:14:51 -04:00
Preston Smith
94cbe0c12a
Comments
2016-08-31 06:40:50 -05:00
Preston Smith
e6ccd0729f
Revert postMat movement
2016-08-31 02:14:51 -05:00
Preston Smith
89b1d613cc
Remove else in software renderer
2016-08-30 18:33:27 -05:00
Preston Smith
e0a1ab9027
lint fix
2016-08-30 18:33:26 -05:00
Preston Smith
8f69de51ca
inputform ABC1's q value is defaulting to 0
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This is causing the 0 divide case to run when source row is using tex0-7 and inputform is ABC1.
2016-08-30 18:33:25 -05:00
Preston Smith
767f56d7c8
Software renderer fix
2016-08-30 18:33:24 -05:00
Scott Mansell
0fbf72cbf1
Merge pull request #4140 from Armada651/ww-depth
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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
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Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Scott Mansell
f1964f90d6
Merge pull request #4129 from RisingFog/hahahahahahahahahaha
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Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
Chris Burgener
da0204a85c
Fix a really stupid GLSL version parsing bug
2016-08-19 08:53:27 -04:00
JosJuice
31c530c7b3
Merge pull request #3386 from lioncash/memory
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Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Jules Blok
e86d7cbc99
OGL: Workaround gl_ClipDistance bug on Mesa i965.
2016-08-18 01:08:39 +02:00
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
afa251af42
DriverDetails: Add bug for broken gl_ClipDistance on i965.
2016-08-15 13:11:28 +02:00
Jules Blok
94927f360f
VideoCommon: Add a user-defined far clipping plane.
2016-08-15 13:11:28 +02:00
Jules Blok
6e2052fae6
OGL: Disable clip distance on when not in a game-like state.
2016-08-15 13:11:27 +02:00
Jules Blok
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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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
4582853af4
VertexShaderGen: Use reversed depth range.
2016-08-15 13:11:26 +02:00
Jules Blok
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
Jules Blok
b1ed7e80fb
VertexShaderGen: Clip z using user-defined clipping planes.
2016-08-15 13:11:25 +02:00
Jules Blok
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
Stenzek
bce8097712
D3D11: Support texture dumping of non-zero mipmap levels
2016-08-10 23:45:25 +10:00
Lioncash
e01c143379
Common: namespace MemoryUtil
2016-08-07 13:03:07 -04:00
Pierre Bourdon
d078c6cb35
Merge pull request #4073 from amaiorano/fix-d3d-debugobjectname
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Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rat…
2016-08-01 00:38:02 +02:00
amaiorano
2030a5e1b8
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
2016-07-31 10:48:09 -04:00
Lioncash
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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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
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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
Chris Burgener
28a3691e70
Merge pull request #3930 from RisingFog/split_video_dump_resolution
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Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Chris Burgener
f31adf9635
Fix D3D crashes/issues
2016-06-27 10:13:17 -04:00
Léo Lam
1b71249562
D3D: Fix crash on start with BBox enabled
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Someone removed the BBox::Init(), causing crashes when BBox is enabled.
Fixes issue #9643 .
2016-06-27 12:45:00 +02:00
degasus
d79aeaa1e9
VideoCommon: Drop GetConfigName.
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We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
degasus
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
Scott Mansell
ee9e3432cb
Merge pull request #3513 from phire/make_hdkr_happy
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Get shadergen ready for Multithreadded generation of shaders.
2016-06-26 21:55:22 +12:00
comex
fe73ae8526
Add missing override
2016-06-26 00:49:50 -04:00
Scott Mansell
2f134c5c36
Remove the rest of ShaderDebugging.
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
Scott Mansell
95469ec225
Remove UID Checker.
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Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
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Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
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As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
degasus
fdbda7b7dd
Null: Create Visual Studio project file.
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Why is this so stupid on linux.....
2016-06-25 22:40:23 +02:00
degasus
59e4882af3
nullvideo: initial release of null video backend
2016-06-25 22:40:23 +02:00
Pierre Bourdon
43d0d692f9
Fix D3D12 headers missing includes.
2016-06-24 11:14:10 +00:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Scott Mansell
d197f489b9
analytics: Report OpenGL's adapter name too.
2016-06-20 23:54:44 +12:00
Anthony Serna
0e5852f634
[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE
2016-05-30 10:06:19 -05:00
Rohit Nirmal
14220ae488
Fix building with PCH disabled.
2016-05-26 13:05:21 -05:00
Stenzek
e169d54f3c
D3D11: Fix CPU EFB color reads when MSAA is enabled
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Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.
Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
Stenzek
89e54fbd6c
OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
Markus Wick
22648729c7
Merge pull request #3832 from degasus/android
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DriverDetails: Update Qualcomm new driver version.
2016-05-18 21:26:45 +02:00
degasus
3a452f3cc5
VideoSW: Fix XFB config.
2016-05-18 18:37:44 +02:00
degasus
fa3526962d
VideoSW: Drop Update in XFB copy.
2016-05-18 18:37:44 +02:00
degasus
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
degasus
6219c39cf5
OGL: Drop QC ES3.1 workaround.
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This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
Stenzek
ccf9470241
D3D12: Specify read/write ranges when calling Map/Unmap
2016-05-08 23:18:59 +10:00
Stenzek
fde7dee652
D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
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This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08 23:18:58 +10:00
Stenzek
9bff187547
D3D12: Cleanup startup/shutdown process
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Sorts out references that cause some modules to be kept around after
backend shutdown.
Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
2016-05-08 23:18:58 +10:00
Stenzek
4269abdc3e
D3D12: Implement perf query support
2016-05-08 23:18:57 +10:00
Stenzek
25d5da0ea3
D3D12: Remove D3D11 header references
2016-05-08 23:18:56 +10:00
Stenzek
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
Stenzek
3372bfa6ab
D3D12: Remove feature level checks
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We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
2016-05-08 12:08:25 +10:00
Stenzek
063761fbd2
D3D12: Don't add padding when allocating within empty StreamBuffer
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Resources are already aligned to an address larger than any of our
requirements, anyway.
2016-05-08 12:08:25 +10:00
Stenzek
0c27aae7d3
D3D12: Improve output of shader compiler errors
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These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
2016-05-08 12:08:25 +10:00