Jules Blok
be810eb750
OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
2015-05-08 14:29:30 +02:00
Jules Blok
4b2e04b862
OGL: Change the depth buffer type to GL_FLOAT.
2015-05-08 14:29:29 +02:00
Jules Blok
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
shuffle2
268b8fd26f
Merge pull request #2026 from mrgreywater/d3d-debugbreak
...
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok
24594a7888
PixelShaderCache: Fix MSAA depth copy shader.
2015-05-06 12:43:35 +02:00
Jules Blok
7a1252f7e5
VideoBackends: Implement depth copy shaders with integer math.
2015-05-05 00:40:25 +02:00
Markus Wick
e0cfd934d2
Merge pull request #2364 from kayru/d3d_texture_bsf
...
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
2015-05-03 21:39:33 +02:00
Yuriy O'Donnell
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
Jules Blok
54f4443971
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:23:33 +02:00
Yuriy O'Donnell
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
...
Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash
9eb608c9da
Merge pull request #2301 from lioncash/const
...
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
Lioncash
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
Lioncash
bdde6b2a7c
D3D: Remove dependency on wxWidgets
...
This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
degasus
b020ae1c5d
Fifo: rewrite sync on idle skipping hack
...
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
skidau
39c41f5c70
Merge pull request #2192 from Tilka/sse2
...
VertexLoaderX64: support SSE2 as a fallback
2015-03-21 12:58:24 +11:00
skidau
94e435afbc
Merge pull request #2201 from magumagu/ogl-clamp-origin
...
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
Tillmann Karras
5a51bc10e5
SWVertexLoader: fix truncated components
2015-03-18 12:09:06 +01:00
magumagu
629fb8fb49
Merge pull request #2222 from Tilka/fix_warnings
...
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras
f82afd1b2f
Fix warnings
2015-03-16 19:02:30 +01:00
Shawn Hoffman
ad64336137
quiet some warnings which appear on vs2015.
...
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
magumagu
269be03908
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-12 13:24:52 -07:00
degasus
f3f2ed1536
GLX: fix memory leak
2015-03-08 17:42:37 +01:00
Ryan Houdek
b0f61201c3
Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
...
Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
Ryan Houdek
3c5e99c777
Fix OpenGL ES 3.1 on non-Nvidia devices.
...
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
Ryan Houdek
70977fd6b1
Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
...
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
Markus Wick
cc5a2f3411
Merge pull request #2164 from Armada651/cache-fix
...
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
Jules Blok
728081dad2
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:03:49 +01:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
...
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
Lioncash
7408de7e79
Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
...
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak
93b16a4a2d
Formatting/Whitespace Cleanup
...
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Pierre Bourdon
f06b1106db
Merge pull request #2089 from degasus/remove_disable_efb_copy
...
Remove disable efb copy
2015-02-24 23:31:05 +01:00
degasus
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
degasus
ac7102918d
OGL: support palette texture decoding
2015-02-24 22:51:55 +01:00
Tillmann Karras
f298f00e1b
Clean up the intrinsics #ifdef mess
2015-02-24 01:02:36 +01:00
Ryan Houdek
e9ac4d53a6
Implement full occlusion queries for the Nexus 9.
...
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
Ryan Houdek
a5b4ac6faa
[GLExtensions] Add support for NV_occlusion_query_samples.
2015-02-21 17:24:32 -06:00
Jules Blok
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
magumagu
c0a4760f0e
Decode EFB copies used as paletted textures.
...
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
Ryan Houdek
15e41c67f8
Change RunVertices' function arguments.
...
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
mr.greywater
c43da7e00b
D3D: replace memset, fix warning
2015-02-12 14:45:05 +01:00
mr.greywater
442b7ba99c
D3D: Add debug object name for efb encoder pixel shader
2015-02-12 14:34:36 +01:00
mr.greywater
b5ffba3291
D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName
2015-02-12 14:34:35 +01:00
mr.greywater
3d3a68a2f0
D3D: Add break on error in debug build
2015-02-12 14:34:34 +01:00
magumagu
0f96a0104e
Merge pull request #1752 from Buddybenj/clean-up
...
Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater
2434b531f3
D3D: Fixed crash rendering EFB textures with MSAA
...
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau
c18c50a0e1
Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
...
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
degasus
081137bd4f
VideoBackends: set GLInterface to zero after deleting it
...
This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash
9476756d43
OGL: Fix a memory leak that would occur every time a game is launched
2015-01-31 16:00:53 -05:00
Rohit Nirmal
5203c4ef7b
Silence -Wunused-variable warning.
2015-01-28 18:09:07 +00:00
magumagu
0030ad9ecf
Fix D3D regression from PR1948.
...
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.
This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
...
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
da31314775
Merge pull request #1970 from magumagu/d3d-cleanup
...
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
...
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu
897b678d24
D3D: delete unnecessary code.
2015-01-26 10:58:32 -08:00
magumagu
9dbb9bf3b5
Make sure EFB2RAM buffer is wide enough for new coordinate system.
2015-01-25 23:32:32 -08:00
magumagu
33259c272b
Remove some debugging junk.
2015-01-25 23:11:36 -08:00
magumagu
cb05730127
Use linear sampling in ScaleByHalf mode.
2015-01-25 23:05:23 -08:00
magumagu
1ee09ced0a
Fix OpenGL coordinate computation.
2015-01-25 21:38:30 -08:00
magumagu
cb5d3fce4f
Fix stupid mistake.
2015-01-25 21:20:25 -08:00
magumagu
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
Jules Blok
5c4ee2f71e
PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
...
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
...
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
...
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki
4f324ad742
Clean Up
2015-01-24 17:10:21 -06:00
Lioncash
9cdfe889af
Coding style cleanup from the zfreeze merge
2015-01-24 15:16:48 -05:00
Scott Mansell
14baf038e7
Stop doing nastly shit to OpenGL stream buffers.
...
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
magumagu
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
Scott Mansell
5510c86b81
Move Zfreeze code out individual backends into videoCommon
...
Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011
add59b3bea
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
...
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
...
OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell
418296961c
Fix various issues with zfreeze implemntation.
...
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765
Cleanup and refactor of zfreeze port
...
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3
Initial port of zfreeze branch (3.5-1729)
...
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Ryan Houdek
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
...
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek
714697faaf
Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
...
Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
Markus Wick
0d0f7ec662
Merge pull request #1894 from Armada651/exclusive-fix
...
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok
332d5888eb
VideoConfig: Add exclusive mode flag.
...
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner
4768d0f0a8
This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
...
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek
4551bb6ce6
Add support for two new OpenGL ES extensions.
...
This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
Ryan Houdek
7e64869185
Merge pull request #1887 from Tilka/vertex_loader_jit
...
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
degasus
615ae9f106
TexCache: remove PC_TexFormat
...
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras
68d204e877
D3D: remove unused variable
2015-01-18 12:59:33 +01:00
degasus
3630de99ed
VideoSW: Fix vertex skipping
2015-01-18 04:52:56 +01:00
magumagu
7d5abb4eb4
D3D: allow selecting adapters with no outputs.
...
The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok
8d69658a9d
Add exclusive mode OSD messages.
2015-01-17 16:11:17 +01:00
Jules Blok
b87fddb027
D3D: Allow borderless fullscreen to be turned on/off during gameplay.
2015-01-17 16:11:12 +01:00
Jules Blok
803bea5004
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-16 16:01:29 +01:00
Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
...
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
...
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
Stevoisiak
cb86db7b68
Minor consistency changes
...
Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus
7284312568
OGL: Warn about wrong texture sizes
2015-01-11 22:47:40 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
Markus Wick
6c46f27709
Merge pull request #1501 from degasus/texture_creation
...
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181
56e93f8fdd
Update size_in_bytes of texture cache entries when copying efb to ram
2015-01-10 13:47:52 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
...
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
...
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok
031096c8d4
FramebufferManager: Remove unnecessary sampler declaration.
...
It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Markus Wick
f080e0221e
Merge pull request #1758 from rohit-n/build-pch
...
Fix building with PCH disabled.
2015-01-06 20:42:50 +01:00
Markus Wick
25fac0282c
Merge pull request #1764 from Armada651/safe-exclusive
...
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-06 11:00:47 +01:00
Jules Blok
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
Rohit Nirmal
bad5aef5df
Fix building with PCH disabled.
2015-01-04 10:45:35 -06:00
Jules Blok
3b9c070ee0
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-04 16:42:16 +01:00
Patrick A. Ferry
069a0864c0
Scale the offset to the IR scale
...
The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
Patrick A. Ferry
eebd7da443
Fix stretching with Virtual XFB in D3D
...
This change matches the behaviour of OpenGL.
This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.
See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok
dddaa11595
OGL: Fix stereoscopy not being applied properly while the game is running.
2015-01-03 01:36:43 +01:00
Jules Blok
582a15deb3
PostProcessing: Mark all shaders constant.
2015-01-02 20:03:20 +01:00
Jules Blok
26a9afa0e7
Anaglyph: Use matrices instead of vectors.
2015-01-02 14:32:42 +01:00
Jules Blok
491de39325
PixelShaderCache: Implement Dubois algorithm in anaglyph shader.
2015-01-02 03:06:11 +01:00
Jules Blok
e3969f763e
PostProcessing: Use Dubois algorithm for anaglyph shader.
2015-01-02 03:02:28 +01:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
...
OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek
479d1e56c3
Merge pull request #1783 from degasus/disablelogs
...
OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
Jules Blok
29e05c5ff8
Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
...
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
degasus
1ed41672f5
OGL: disable driver warnings fetch
...
This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
...
D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
...
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
...
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok
730a6e5f4b
D3D: Fix Virtual XFB viewport.
...
Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok
81d1b7f0c2
XFBEncoder: Cosmetics.
2014-12-28 16:30:48 +01:00
Jules Blok
d7037ae492
PixelShaderCache: Don't use GetDimensions() for the sample count.
...
This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Markus Wick
7764a5ed9d
Merge pull request #1733 from degasus/glx
...
GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +01:00
Jules Blok
833513f384
XFBEncoder: Sample the first layer of the resolved EFB texture.
...
Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
49137c7c2c
FramebufferManager: Return framebuffer target size in GetTargetSize().
2014-12-25 00:57:52 +01:00
Jules Blok
1bbb323e97
D3D: Remove obsolete Real XFB codepath.
2014-12-24 23:55:04 +01:00
Jules Blok
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
...
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
Jules Blok
a845aeeb3d
FramebufferManager: Copy all EFB layers to the XFB.
2014-12-24 18:45:19 +01:00
Jules Blok
59bea317d7
GeometryShaderCache: Cosmetics.
2014-12-24 17:22:24 +01:00
Jules Blok
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
Jules Blok
a9364cd5db
OGL: Support stereoscopic XFB blit to screen.
2014-12-24 17:22:23 +01:00
Jules Blok
12412ac5b7
FramebufferManager: Copy all EFB layers to the XFB framebuffer.
2014-12-24 17:22:22 +01:00
Markus Wick
5526b39320
Merge pull request #1748 from Armada651/stereo-format
...
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
01718eafa6
FramebufferManager: Use a separate layer variable.
2014-12-23 13:16:03 +01:00
Jules Blok
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00
Jules Blok
ba242d27c8
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-21 15:25:58 +01:00
degasus
809117102e
VideoCommon: split VertexLoaderBase from VertexLoader
2014-12-21 14:12:43 +01:00
degasus
a71c8158d9
VertexLoader: remove inlined getters
...
They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus
1281798992
VertexLoaderUid: remove operator<
...
Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus
ec28a80e00
VideoLoader: remove VAT_*_FRACBITS
...
They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.
This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
Ryan Houdek
59e1a8a1a0
Merge pull request #1736 from degasus/osd
...
OSD
2014-12-20 23:21:24 -06:00
Ryan Houdek
829132d465
Merge pull request #1732 from Sonicadvance1/stupid_android_garbage
...
Work around broken Android garbage.
2014-12-20 15:29:38 -06:00
Ryan Houdek
f2d998c938
Work around broken Android garbage.
...
This fixes running Dolphin on the Nexus 9.
Android's EGL stack has internal arrays that they use for tracking OpenGL function usage. Probably has something to do with their OpenGL profiling
garbage that used to be in ADT.
Android has three of these arrays, each statically allocated.
One array is for all GLES 1.x functions
One array is for all GLES 2.0/3.0/3.1 and a couple of extensions they deem worthy of being in this array.
The last array is for all function pointers grabbed via eglGetProcAddress that isn't in the other two arrays.
The last array is the issue that we are having problems with. This array is 256 members in length.
So if you are pulling more than 256 function pointers that Google doesn't track in their internal array, the function will return NULL and yell at you
in logcat.
The Nvidia Shield Tablet gets around this by replacing part of the EGL stack with their own implementation that doesn't have this garbage.
The Nexus 9 on the other hand doesn't get away with this. So we pull >100 more function pointers than the array can handle, and some of those we need
to use.
The workaround for this is to grab OpenGL 1.1 functions last because we won't actually be using those functions, so we get away with not grabbing the
function pointers.
2014-12-20 15:15:57 -06:00
Dolphin Bot
f978d141c8
Merge pull request #1720 from Armada651/stereo-msaa
...
FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus
a858db1d27
OGL: move osd warning for not supported stereo mode into config validation
2014-12-20 19:54:00 +01:00
degasus
ed9c14e0d5
OGL: Fix OGL3 with stereo enabled
2014-12-20 19:13:34 +01:00
Jules Blok
d37b65c117
FramebufferManager: Support resolving a multi-layered EFB in OGL.
2014-12-20 16:08:00 +01:00
degasus
3322c55484
OGL: don't clear the stencil buffer
...
We don't have one. This should remove some spamming of the nvidia driver.
2014-12-20 15:17:20 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Dolphin Bot
a560d8f150
Merge pull request #1716 from Armada651/geom-wireframe
...
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
degasus
e6137407ba
GLX: try to get an OpenGL 3.3 core context
2014-12-20 10:57:34 +01:00
Jules Blok
bc3ed44050
OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks.
2014-12-19 23:56:02 +01:00
Ryan Houdek
8c0e26d969
Minor changes to DriverDetails
...
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Jules Blok
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
Jules Blok
0ae082fb61
FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.
2014-12-19 22:37:28 +01:00
Ryan Houdek
0fec69001b
Fixes Adreno 400 slow performance.
...
Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
2014-12-19 21:31:37 +00:00
Jules Blok
1b9fe70d7c
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
2014-12-19 14:10:53 +01:00
Jules Blok
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
...
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Markus Wick
c7b809d46b
Merge pull request #1669 from degasus/swvertexloader
...
Video Software Vertex Loader
2014-12-18 19:30:56 +01:00
shuffle2
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
...
D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Jules Blok
1f84f4632d
OGL: Check OpenGL version for geometry shader support.
2014-12-18 00:37:16 +01:00
Jules Blok
93ce95b48e
D3D: Use ROUND_UP macro for rounding buffer sizes.
2014-12-18 00:37:15 +01:00
Jules Blok
3d9dfad6a2
D3D: Set the geometry shader before every draw call.
...
And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
...
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733
GeometryShader: Disable the geometry shader stage if it is a pass-through shader.
2014-12-18 00:36:48 +01:00
Jules Blok
2850c9a206
VertexManager: Disable culling for lines and points.
2014-12-18 00:36:47 +01:00
Yuriy O'Donnell
5688c27610
D3D: Moved setting texture by slot mask into StateManager
2014-12-17 23:41:26 +01:00
Markus Wick
98292682fe
Merge pull request #1709 from unknownbrackets/attributeless-fix
...
OGL: Attempt a larger buffer to workaround 7946
2014-12-17 14:20:54 +01:00
Unknown W. Brackets
5b51f5a801
OGL: Attempt a larger buffer to workaround 7946.
2014-12-16 22:20:45 -08:00
magumagu
31bcdb8f2f
D3D+OGL: choose blendenable over logicopenable.
...
No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
8ae738ff30
VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
...
This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
...
This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
...
And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
6c7bed25a5
Cosmetics
2014-12-14 13:29:27 +01:00
Jules Blok
fd6b588627
D3D: Define decimals in floating point numbers
2014-12-14 13:28:49 +01:00
Jules Blok
a6ac7dd5bd
D3D: Fix Nvidia 3D Vision memory leak
2014-12-14 13:28:49 +01:00
Jules Blok
6fe7d530ed
PixelShaderCache: Fix MSAA shaders.
...
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok
b2e73400be
Cosmetics
2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
Jules Blok
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
Jules Blok
3355d8086d
D3DUtil: Use a geometry shader to clear all slices.
2014-12-14 13:28:46 +01:00
Jules Blok
799697ad80
PSTextureEncoder: Add texture array support.
...
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok
ced733ccdf
PixelShaderCache: Add texture array support to static shaders.
2014-12-14 13:28:46 +01:00
Jules Blok
d58e389f67
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
2014-12-14 13:28:45 +01:00
Jules Blok
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
Jules Blok
4f6ce0f236
D3D: Add geometry shader instancing support.
2014-12-14 13:28:44 +01:00
Jules Blok
ca766747a8
D3DTexture: Bind textures as texture arrays.
2014-12-14 13:28:43 +01:00
Jules Blok
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
Jules Blok
9d9bd5341d
D3D: Restore viewport after stereo blitting.
2014-12-14 13:28:43 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Jules Blok
e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
Jules Blok
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
Jules Blok
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
Unknown W. Brackets
1c316eb18c
OGL: Correctly define attrib 0 in attributeless.
2014-12-13 21:02:15 -08:00
skidau
15f7e63cc2
Merge pull request #1650 from unknownbrackets/attributeless-fix
...
OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
Jules Blok
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
Jules Blok
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
...
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
skidau
68a4cc6b72
Merge pull request #1686 from degasus/master
...
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
degasus
d5eeb9b713
VideoSW: rewrite VertexLoader to use the VideoCommon one
2014-12-13 10:29:08 +01:00
skidau
d02eb3ca59
Merge pull request #1640 from rohit-n/switch-default
...
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Yuriy O'Donnell
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
...
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
degasus
1a5d791964
OGL: fix efb pokes
2014-12-12 16:11:17 +01:00
Rohit Nirmal
b030d29067
Silence some -Wswitch-default warnings.
2014-12-11 22:23:05 -06:00
Dolphin Bot
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
...
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Unknown W. Brackets
029f8c3c3f
OGL: Ensure a VAO is bound for all attributeless.
...
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Unknown W. Brackets
de2abbed17
OGL: Move attributeless VAO creation to Init.
...
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets
290fd545e6
OGL: Bind the attributeless VAO before EFB copies.
...
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets
0861cb8744
OGL: Properly reset the attributeless VAO.
2014-12-10 20:11:48 -08:00
degasus
02cdb41d3d
VideoCommon: Rename s_pCurBufferPointer
2014-12-09 18:56:27 +01:00
degasus
50de4238bb
VertexLoader: Move the old Datareader function into VertexLoader
2014-12-09 18:56:27 +01:00
Markus Wick
ff4526b4a9
Merge pull request #1657 from Tinob/master
...
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Rodolfo Bogado
cf7512683c
spaces cleanup
2014-12-07 20:28:27 -03:00
Yuriy O'Donnell
e90604c5ed
D3D: Fixed debug validation error
...
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
80459c52e9
D3D: StateManager m_current and m_pending are now value-initialized
2014-12-07 18:45:49 +01:00
Yuriy O'Donnell
0e18e9e80d
D3D: Removed cull mode changes for lines and points
...
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
...
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Ryan Houdek
ce7c52eca0
Enables stereo rendering with OpenGL ES 3.1 + AEP.
...
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.
We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets
b19cff8a08
OGL: Use a fixed VAO for attributeless rendering.
...
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.
Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Rodolfo Bogado
c2de38c115
use SAFE_RELEASE to make code cleaner
2014-12-06 10:46:15 -03:00
Rodolfo Bogado
817d025328
small spacing fixes
2014-12-05 23:54:34 -03:00
Rodolfo Bogado
c7bb8fba9e
Added support test for bbox and some naming corrections
2014-12-05 18:51:23 -03:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
Jules Blok
42bb48bd46
FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer.
2014-12-05 00:36:10 +01:00
skidau
7bc78827ed
Merge pull request #1574 from degasus/profiler
...
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Lioncash
88cd27bbca
Merge pull request #1392 from kayru/d3d_viewport_depth
...
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Jules Blok
40920b3823
OGL: Don't use texture arrays for MSAA.
...
This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
degasus
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
Yuriy O'Donnell
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
1fe3d07cbd
D3D: Removed somewhat mysterious comment
...
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
...
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00