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
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VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Markus Wick
c7b809d46b
Merge pull request #1669 from degasus/swvertexloader
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Video Software Vertex Loader
2014-12-18 19:30:56 +01:00
shuffle2
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
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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.
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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.
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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
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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.
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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.
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This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
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This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
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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.
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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.
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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
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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.
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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
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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
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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
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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
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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.
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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.
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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.
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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
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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
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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
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
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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.
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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.
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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
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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
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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.
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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
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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
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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
Ryan Houdek
38dfc970df
Fixes OpenGL ES rendering.
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sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek
2d2baec65d
Merge pull request #1595 from degasus/master
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OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
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OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus
c63a38088a
OGL: require GL version >= 3.0
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This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash
4afb85ef33
Merge pull request #1584 from degasus/master
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OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash
aa92797f93
Merge pull request #1582 from Stevoisiak/newImprovedFormatting
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More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash
c0fd319295
VideoOGL: Move X11 wxWidgets utilities to DolphinWX
2014-11-24 21:15:52 -05:00
Stevoisiak
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
Jules Blok
145e0cc84c
OGL: Display the stereoscopy support warning before the stereo setting is reset.
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Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus
ed9f258b27
GeometryShader: Don't read from output variables
2014-11-23 14:30:12 +01:00
Jules Blok
106df04e8e
GeometryShaderGen: Declare the vertex array size.
2014-11-23 14:30:12 +01:00
Jules Blok
21eabc1b9d
OGL: Add warning message when stereoscopic 3D is enabled but unsupported.
2014-11-23 14:27:40 +01:00
Jules Blok
0f63186371
TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
2014-11-23 14:27:40 +01:00
Jules Blok
9994ccb342
PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
8210b9c915
TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
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Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
4d075c2efb
ProgramShaderCache: Abort shader compilation if geometry shader failed to compile.
2014-11-23 14:27:40 +01:00
Jules Blok
6642af2404
OGL: Remove Virtual XFB SBS support.
2014-11-23 14:27:40 +01:00
Jules Blok
ab76cf8b5e
PostProcessing: Apply color correction to the anaglyph shader.
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The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok
081212b765
TextureCache: Force mono copies of the depth buffer.
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Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok
2cb2290910
TextureCache: Fix invalid cast.
2014-11-23 14:27:39 +01:00
Jules Blok
c0a5ae1746
OGL: Also redefine glFramebufferTexture on OpenGL ES.
2014-11-23 14:27:39 +01:00
Jules Blok
aa57feb9a8
ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled.
2014-11-23 14:27:39 +01:00
Jules Blok
f74d1b16ed
OGL: Add Top-and-Bottom stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
c3ad6e7820
PostProcessing: Add support for anaglyph stereoscopy mode.
2014-11-23 14:27:39 +01:00
Jules Blok
6c8f3fa861
VideoConfig: Add StereoMode enumeration.
2014-11-23 14:27:39 +01:00
Jules Blok
0eb0c47eba
Render: Improve SBS presentation.
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New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok
d7804a4d3e
Cosmetics.
2014-11-23 14:27:39 +01:00
Jules Blok
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
Jules Blok
4d9589b35f
Cosmetics.
2014-11-23 14:27:38 +01:00
Jules Blok
35342664e3
OGL: Disable stereoscopy if the GPU does not support geometry shaders.
2014-11-23 14:27:38 +01:00
Jules Blok
f370cb386c
ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
2014-11-23 14:27:38 +01:00
Jules Blok
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
Jules Blok
284be96cd5
OGL: Recreate the framebuffers when the stereo setting changes.
2014-11-23 14:26:56 +01:00
Jules Blok
d583720a59
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
2014-11-23 14:26:56 +01:00
Jules Blok
0a72cf94cb
TextureCache: Ignore the geometry shader if stereoscopy is disabled.
2014-11-23 14:24:09 +01:00
Jules Blok
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
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ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok
4fe9ceeee2
TextureCache: Set proper vertex limit in geometry shader.
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Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok
5944d15021
TextureCache: Check the number of layers before reusing a texture.
2014-11-23 14:23:42 +01:00
Jules Blok
80616c6e9e
TextureCache: Implement layered framebuffer support.
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Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok
c64486075d
PostProcessing: Add layered stereoscopy support.
2014-11-23 14:23:41 +01:00
Jules Blok
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
degasus
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
degasus
36fe8ccf46
OGL: also show driver warnings on release builds
2014-11-22 15:07:52 +01:00
Ryan Houdek
2fdeefb65b
Adds support for OpenGL ES draw_elements_base_vertex.
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This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.
This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
Fiora
3ddf82a318
Vertex Loader: SSE implementations of more position/texcoord/normal formats
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~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex
fb50cb6d99
Merge pull request #1550 from degasus/bbox
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OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek
a3f9f21e08
Merge pull request #1571 from degasus/master
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OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau
32f2cd8c7f
Merge pull request #1566 from Sonicadvance1/fix_gl21
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Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus
ff942d44b5
OGL: fix buffer destruction
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This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus
c211450b99
OGL: implement bounding box support with ssbo
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This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash
b94dbca160
Host: Kill off GetRenderWindowSize
2014-11-17 13:44:49 -05:00
Ryan Houdek
3bfa15d2e1
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
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This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.
The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
comex
890b788633
Merge pull request #1467 from waddlesplash/dolphin-qt
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DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier
29593d403b
Move GLInterface to the OGL VideoBackend's directory.
2014-11-02 12:16:33 -05:00
Ryan Houdek
13d58b3f16
Merge pull request #1460 from phire/moreGetPointer
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Remove GetPointers in VideoSoftware.
2014-11-02 09:57:16 -06:00
skidau
59c673aec6
Merge pull request #1161 from rohit-n/ogl-vector
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OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash
9ab924513e
VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
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EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Scott Mansell
b929f764f2
Remove GetPointers in VideoSoftware.
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This same code was previously fixed in VideoCommon, just
updating this to match.
We are down to 121 GetPointers.
2014-11-01 16:29:19 +13:00
Ryan Houdek
3e82cb4628
Merge pull request #1440 from Sonicadvance1/attributeless-workaround
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Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek
181ff6750e
Implements PP shader system using attribute workaround.
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This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.
I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal
2a878d7726
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-10-29 20:59:34 -05:00
skidau
e0393be347
Merge pull request #1418 from degasus/master
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OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek
daabcfd6fc
Removes Qualcomm's rotated framebuffer bug from DriverDetails.
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Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
Ryan Houdek
52e6a940cf
Merge pull request #1414 from kayru/d3d_optimization
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D3D: Couple of small optimizations
2014-10-29 13:26:50 -06:00
comex
073cce959a
Create userdir/Dump/Frames as needed.
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This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus
ce9ef2c438
OGL: fix interpolation of PP shaders
2014-10-27 21:15:32 +01:00
Yuriy O'Donnell
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
Yuriy O'Donnell
0c5a572f8d
D3D: Use two buffers for VertexManager
2014-10-26 23:38:15 +01:00
Yuriy O'Donnell
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
Lioncash
49b94e5285
OGL: Get rid of error macros
2014-10-26 04:54:58 -04:00
skidau
7c58eb344d
Merge pull request #1378 from lioncash/gl
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GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau
bc26cb1b19
Merge pull request #1322 from degasus/ogl-pp
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OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash
b1bdce7d77
TextureCache: Get rid of explicit deletes in SaveTexture
2014-10-24 08:47:06 -04:00
Lioncash
3509a6d03e
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-23 13:04:19 -04:00
Ryan Houdek
a2c8783417
Enables EarlyZ support in OpenGL ES 3.1.
2014-10-23 07:34:07 -05:00
comex
00c6ec97a6
Merge pull request #1347 from comex/header-hygiene
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Add missing includes where headers depend on other headers having been included first.
2014-10-22 23:23:58 -04:00
degasus
7292ea6a04
OGL: force enable postprocessing
2014-10-23 00:21:52 +02:00
skidau
5d4b4c793a
Merge pull request #1340 from Sonicadvance1/EGL-fixes
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Remove hard dependencies of GLX and libGL from Dolphin.
2014-10-22 13:15:46 +11:00
comex
6e774f1b64
Add missing includes where headers depend on other headers having been included first.
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This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Yuriy O'Donnell
72ba13ca8a
D3D: Enabled depth clipping
2014-10-21 06:26:20 +02:00
skidau
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
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Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek
e236d28585
Remove a hard dependency from libGL from the software renderer.
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I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
2014-10-19 07:48:14 -05:00
Yuriy O'Donnell
97423d5ed8
D3D: Fixed anisotropic filtering.
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This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
b78396847f
D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
2014-10-17 22:24:57 +02:00
Yuriy O'Donnell
9bdfd4a833
D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled
2014-10-16 18:27:43 +02:00
Yuriy O'Donnell
bea68c95a4
D3D: Fixed uninitialized members of gx_state
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
e7f8032d7d
D3D: State cache now uses BitField to define packed render states
2014-10-15 20:22:40 +02:00
Yuriy O'Donnell
2e4667caaa
D3D: Moved render state cache into separate source files.
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Refactored StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell
f434bd7d3f
D3D: Implemented cache for dynamic render states
2014-10-15 20:22:39 +02:00
skidau
8912315596
Merge pull request #1290 from lioncash/xfb
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Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
skidau
8ef21bc5e2
Merge pull request #1272 from RisingFog/sconfig-dump-frames
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Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
slx7R4GDZM
5a3f19aeaf
Fix XFB scaling in D3D
2014-10-14 22:25:31 -04:00
comex
5b8722b6f2
Don't pass u64 (which may be long long) to %lu.
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A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex
a27f5fe301
Remove another auto .. -> declaration.
2014-10-14 01:10:35 -04:00
skidau
9551650c42
Merge pull request #1095 from crudelios/sw-bbox
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Reimplement Bounding Box calculation using the software renderer.
2014-10-13 15:57:11 +11:00
Lioncash
01f1768c55
Merge pull request #1273 from lioncash/iamanidiot
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Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:46:42 -04:00
Lioncash
b315040c6b
Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:30:08 -04:00
Fog
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
Fog
cd0c784d5a
Changed Dump Frames References
2014-10-12 19:51:13 -04:00
crudelios
9786f54414
Fixed a small bug.
2014-10-10 12:28:17 +01:00
crudelios
987bd8bb8f
Several small optimizations.
2014-10-10 12:28:16 +01:00
crudelios
176ea06e82
Get buildbot to compile.
2014-10-10 12:28:15 +01:00
crudelios
47c67f014f
Fix linux build and various warnings.
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Increase savestate version.
2014-10-10 12:28:13 +01:00
crudelios
2d4b7e3f3f
Reimplement Bounding Box calculation using the software renderer.
2014-10-10 12:27:06 +01:00
skidau
215685a6fe
Merge pull request #1214 from rohit-n/format-warning
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OGL: Silence string format warnings.
2014-10-06 16:12:40 +11:00
skidau
871d308b88
Merge pull request #1206 from comex/amperspocalypse
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Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
Rohit Nirmal
12c6f97d80
OGL: Silence string format warnings.
2014-10-03 12:07:10 -04:00
comex
7f6284c2fc
Change a bunch of reference function arguments to pointers.
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Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk
f6c6f03cce
Add on screen frame counter.
2014-09-30 18:49:44 -04:00
Tony Wasserka
13fc8e7df1
Merge pull request #578 from RachelBryk/IR
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Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex
2eebdff01b
Remove useless STACKALIGN macro.
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It only ever did anything on 32-bit OS X.
Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
comex
b8e31c1d3e
Add OpenGL 4.0-4.5 core extensions.
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This noticeably includes GL_ARB_get_program_binary, which was previously
thought unsupported on OS X. Well, actually, the OS X implementation is
trivial and reports 0 binary formats (as of 10.10; this is hardcoded in
GLEngine, by the way), but at least it'll work if it's fixed someday.
2014-09-29 00:36:45 -04:00
comex
0ae9e398c8
Rejigger some FIFO buffer variables to be more rational.
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videoBuffer -> s_video_buffer
size -> s_video_buffer_write_ptr
g_pVideoData -> g_video_buffer_read_ptr (impl moved to Fifo.cpp)
This eradicates the wonderful use of 'size' as a global name, and makes
it clear that s_video_buffer_write_ptr and g_video_buffer_read_ptr are
the two ends of the FIFO buffer s_video_buffer.
Oh, and remove a useless namespace {}.
2014-09-28 21:25:12 -04:00
comex
f0131c2e09
Mechanical changes to move most CP state to a struct rather than separate globals.
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The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
Rachel Bryk
4fe1119e52
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini.
2014-09-25 19:50:25 -04:00
skidau
fb18d5376f
Merge pull request #1142 from lioncash/linucks
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Fix some warnings on Linux
2014-09-23 13:43:18 +10:00
Lioncash
836ff6d506
Fix some warnings on Linux
2014-09-21 20:13:22 -04:00
Lioncash
23b82bbacd
OGL: Get rid of explicit deletes in RasterFont
2014-09-21 20:06:13 -04:00
Tony Wasserka
1d23c2ca8b
GPU: Only load the relevant color components upon writes to the tev color registers.
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The other two components need not be valid upon write, hence loading them results in glitches.
Fixes issue 6783.
2014-09-21 10:38:22 +02:00
Ryan Houdek
eb23882398
Merge pull request #1120 from rohit-n/muh-precompiled-headers
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Fix build failing when disabling precompiled headers.
2014-09-19 17:43:42 -05:00
Rohit Nirmal
46057db37d
Fix build failing when disabling precompiled headers.
2014-09-19 18:17:51 -04:00
Ryan Houdek
c5f9301e6e
Add a comment to the software renderer that stride should be implemented
2014-09-19 12:33:15 -05:00
magumagu
32e5043b29
WIP XFB scaling.
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Still an ugly mess.
2014-09-19 12:33:15 -05:00
Rohit Nirmal
c0f7cab3f5
Remove extra semicolons at the ends of some lines.
2014-09-10 12:17:38 -04:00
Ryan Houdek
71cb09f1ca
Merge pull request #1027 from rohit-n/change-include
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Include CommonTypes.h instead of Common.h.
2014-09-10 00:35:16 -05:00
skidau
d1439bc1db
Merge pull request #1041 from RachelBryk/kill-g_CoreStartupParameter
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Kill Core::g_CoreStartupParameter.
2014-09-10 11:00:42 +10:00
Rachel Bryk
f93aa7087c
Kill Core::g_CoreStartupParameter.
2014-09-09 00:24:49 -04:00
Fiora
94c20db369
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Rohit Nirmal
fbc64984ca
Include CommonTypes.h instead of Common.h.
2014-09-08 15:39:58 -04:00
shuffle2
0576046fdd
Merge pull request #972 from Sonicadvance1/fix-intel-windows
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Work around Intel's failings with buffer_storage
2014-09-05 11:06:49 -07:00
Fiora
07e0c917c6
Revert "JIT64: optimize CA calculations"
2014-09-05 10:26:30 -07:00
comex
97420c6ec6
Merge pull request #852 from FioraAeterna/optimizeca
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JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
comex
e7f03dd066
Merge pull request #948 from comex/vao-fix
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Don't switch to a vertex array object of 0.
2014-09-05 11:46:28 -04:00
Jasper St. Pierre
ea1245d191
TextureDecoder: Pass the TLUT address straight into the texture decoder
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This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
fcd4ecc942
TextureDecoder: Add an enum for the TLUT formats
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Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
a8e591dc73
VideoCommon: Remove support for decoding to ARGB textures
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The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Sonicadvance1
e32b2e1771
Work around Intel's failings with with buffer_storage
2014-09-04 19:03:49 -05:00
Lioncash
cf390ba537
OGL: Make rasters 2D array static in RasterFont
2014-09-03 22:59:13 -04:00
Lioncash
89557f6c2f
OGL: Fix constant casing in RasterFont
2014-09-03 22:59:05 -04:00
comex
b48e059173
Don't switch to a vertex array object of 0.
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This causes glDrawArrays to fail in core profile, and thus on OS X, see:
http://renderingpipeline.com/2012/03/attribute-less-rendering/
There must be something bound, even though it is not used.
Fixes #7599 . I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
2014-09-03 00:10:45 -04:00
Shawn Hoffman
266992684d
msvc: remove some remnants of SDL and DSound from projects and general cleanup.
2014-09-01 21:27:44 -07:00
Fiora
b51aa4fa89
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
Pierre Bourdon
494a60e41b
VertexLoader: Change VtxDesc to use u64 instead of u32
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This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
2014-09-01 11:18:02 +02:00
Lioncash
844d45b26e
D3D: Clean up brace placements
2014-08-30 18:06:47 -04:00
Lioncash
1d706b2311
Get rid of C-style empty function parameter indicators
2014-08-30 15:23:48 -04:00
Ryan Houdek
c908a1e212
Merge pull request #882 from Sonicadvance1/fix-pp-blackness
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Fix PostProcessing shader garbage on screen.
2014-08-28 10:29:03 -05:00
Ryan Houdek
ca68526ec7
Clear the texture used by PP shaders prior to use.
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We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
comex
e31d6feaa2
Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
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The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
comex
e0f35e0e59
Remove unused declarations.
2014-08-23 15:26:59 -04:00
Lioncash
f17dcd2019
Merge pull request #764 from magcius/new-nogui-2
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Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman
5471c71819
msvc: resolve all warnings in VideoBackends/OGL.
2014-08-19 22:33:47 -07:00
Shawn Hoffman
fd16065979
msvc: resolve all warnings in VideoBackends/Software.
2014-08-19 22:33:47 -07:00
Jasper St. Pierre
63f1a16969
Core: Remove UpdateFPSDisplay
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This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre
7ca8d8dfc7
Core: Don't pass through a reference to the window handle
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Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
Ryan Houdek
32fb61816b
Fixes PP-shaders on !Mesa targets.
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Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)
Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Pierre Bourdon
9e2fbaf405
Merge pull request #823 from KScorp/depthmatrixshaders
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Fixed depth matrix shaders in OpenGL and Direct3D to be more precise.
2014-08-17 22:08:42 +02:00
Lioncash
15a3b30e27
Merge pull request #790 from lioncash/ogl-cleanup
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Small OGL cleanup
2014-08-17 15:17:04 -04:00
KScorp
97dce14368
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.
2014-08-17 04:43:11 -05:00
Lioncash
f0743e2571
OGL: Removed some unnecessary preprocessor directives from Render.cpp.
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scrshotThread was also unused so that is removed as well.
Also added the algorithm header, since we use min and max here.
2014-08-16 23:57:06 -04:00
shuffle2
2270c3e90a
Merge pull request #797 from shuffle2/msvc-pch
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Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Lioncash
f11e587fa4
OGL: Get rid of an unnecessary WIN32 ifdef in main.cpp
2014-08-15 16:16:53 -04:00
Lioncash
7e3d1050f0
OGL: Add static to a function in NativeVertexFormat
2014-08-15 14:16:04 -04:00
Lioncash
32953fd968
OGL: Clean up parameters for some functions.
2014-08-15 14:15:23 -04:00
Lioncash
960b54670c
OGL: Fix brace and body placements
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Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Shawn Hoffman
f1b82a34b2
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-14 23:51:13 -07:00