Commit Graph

2501 Commits

Author SHA1 Message Date
Pokechu22 51e3334526 VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible 2021-11-17 20:04:34 -08:00
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22 6236a0d494 Eliminate SamplerCommon 2021-11-17 20:04:34 -08:00
Pokechu22 3096f77ba0 Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
This was added in 0b9a72a62d but became irrelevant in 70f9fc4e75 as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
Scott Mansell 9bbc843542 VideoSoftware: Fix copy filter clamping 2021-11-17 09:29:16 +13:00
OatmealDome 2209dc0355 MoltenVK: Use an external project instead of a pre-compiled dylib
Also, update MoltenVK to match Vulkan SDK 1.2.189.
2021-11-13 11:43:23 -08:00
Pokechu22 04d8cdfe88 Convert LOG_TYPE and LOG_LEVELS to enum class 2021-10-24 11:48:36 -07:00
Fletcher Porter f16e9045a2 Silence the -Wswitch warnings in Tev
The compiler was loudly announcing each and every branch Tev was not checking in
a switch statement, but Tev has learned it's lesson and will produce that
warning no more.
2021-10-13 23:54:06 -07:00
Pokechu22 78bfd25964 Fix all uninitialized variable warnings (C26495) 2021-10-13 12:32:16 -07:00
Scott Mansell 9fa26624b0 BPMemory: Refactor/consolidate TexUnit Addressing
Currently the logic for addressing the individual TexUnits is splattered all
across dolphin's codebase, this commit attempts to consolidate it all into a
single place and formalise it using our new TexUnitAddress struct.
2021-10-10 09:09:43 +13:00
Léo Lam ff1cb5a1c0
Merge pull request #9803 from Techjar/bbox-videocommon
VideoCommon: Abstract bounding box
2021-10-08 22:24:38 +02:00
Techjar 1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
OatmealDome a256c11d2f DriverDetails: Add broken dual source blending bug to MoltenVK on Intel GPUs 2021-09-20 19:14:41 -04:00
OatmealDome aa64f7f14f VulkanContext: Don't assume anv for Intel GPUs on macOS 2021-09-20 18:57:19 -04:00
OatmealDome 7e8f5208fe VulkanContext: Disable subgroup reduction on macOS with AMD GPUs 2021-09-16 23:32:10 -04:00
iwubcode 1f2f505373 VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc 2021-08-30 13:47:48 -05:00
Léo Lam 815b590dfe
Update clang-format to version 12
12 is the latest release and various editors (VS, VSCode and CLion)
ship with clang-format 12 by default.
2021-08-30 00:20:18 +02:00
Robin Kertels 40dcf1c2e2
D3D12: Transition compute textures to UAV state 2021-08-11 00:17:04 +02:00
OatmealDome d453390c48 ShaderCompiler: Attach source text to SPIR-V for debuggers like RenderDoc 2021-08-05 03:04:18 -04:00
Pokechu22 3a4d8379bf Convert NaN to 1 when generating texture coordinates
This fixes eyelids in Shadow the Hedgehog during cutscenes (https://bugs.dolphin-emu.org/issues/11458)
2021-07-24 22:20:35 -07:00
Pokechu22 fa9c43cfaa Software: Handle texture wrapping more accurately
This fixes various texture offsetting issues with negative texture coordinates (bringing the software renderer in line with the hardware renderers).  It also handles the invalid wrap mode accurately (as was done for the hardware renderers in the previous commit).  Lastly, it handles wrapping with non-power-of-2 texture sizes in a hardware-accurate way (which is somewhat broken looking, as games aren't supposed to use wrapping with non-power-of-2 sizes); this has not been done for the hardware renderers.
2021-07-20 19:23:23 -07:00
Pokechu22 2feced2e33 Fix indirect textures when format is not ITF_8 2021-07-08 15:48:14 -07:00
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
JMC47 46120a6108
Merge pull request #9742 from Pokechu22/sw-resolution
Software: Fix bad backbuffer size
2021-06-23 18:36:04 -04:00
Pokechu22 51862135d6 Software: Remove texinfo.sourcerow == SourceRow::Colors assert
These asserts were removed for the hardware renderer in #3684.
2021-06-20 18:05:57 -07:00
Léo Lam 2898cf5121
Merge pull request #9784 from PEmu2/master
Update buffer_storage warning message
2021-06-13 12:56:26 +02:00
Pokechu22 c583cac568 Hack to hide debug cubes in Super Mario Sunshine
... while not breaking other games.
2021-06-09 20:50:49 -07:00
Connor McLaughlin c729852d72
Merge pull request #9782 from Techjar/bbox-ogl-upsidedown-fix
VideoCommon: Perform OpenGL bounding box inversion in pixel shader
2021-06-08 13:24:03 +10:00
Techjar 58238e75a7 Vulkan: Fix subgroup reduction
It seems that we were writing values from helper invocations, which
produces wrong results.
2021-06-07 22:32:25 -04:00
Techjar 4866002c9b VideoCommon: Perform OpenGL bounding box inversion in pixel shader
Running the min/max operation on the upside down, quad-rounded pixel
coordinates before inverting them to the standard upper-left origin
produces wrong results. Therefore, we need to do the inversion before
rounding to pixel quads.
2021-06-06 20:55:06 -04:00
PEmu2 44206b7702
Update buffer_storage warning message 2021-06-05 15:08:47 -07:00
Techjar 2f1b639f0a VideoCommon: Restore BBox* forwarding functions 2021-05-31 18:01:47 -04:00
Connor McLaughlin b3a414ea9d
Merge pull request #9766 from stenzek/ogl-bbox-memory-barrier
OGL: Force memory barrier when reading back bounding box values
2021-05-29 17:04:57 +10:00
Connor McLaughlin 6393f157f0 OGL: Force memory barrier when reading back bounding box values
We also need to ensure the the CPU does not receive stale values
which have been updated by the GPU. Apparently the buffer here
is not coherent on NVIDIA drivers. Not sure if this is a driver
bug/spec violation or not, one would think that
glGetBufferSubData() would invalidate any caches as needed, but
this path is only used on NVIDIA anyway, so it's fine. A point
to note is that according to ARB_debug_report, it's moved from
video to host memory, which would explain why it needs the
cache invalidate.
2021-05-29 16:57:40 +10:00
Techjar a24e78b3cf VideoCommon: Remove BBox* forwarding functions 2021-05-29 01:45:21 -04:00
Techjar e4aef0a85b VideoCommon: Move bounding box pixel quads rounding to shader
This avoids rounding values that the game writes to the bounding box
registers, especially the default values.
2021-05-28 23:30:22 -04:00
Connor McLaughlin 7fd0a526e1 VideoBackends/OGL: Cache bounding box values between reads 2021-05-28 19:30:46 +10:00
Connor McLaughlin 0c11dca121 VideoBackends/D3D: Cache bounding box values between reads 2021-05-28 19:30:46 +10:00
Pokechu22 4a4244f04d Software: Fix bad backbuffer size
MAX_XFB_WIDTH/HEIGHT are the largest XFB sizes seen in practice, but do not make sense to use for the backbuffer size, which should be the size of the window.  The old code created screenshots with a size of 720x540 on NTSC games when "Dump Frames at Internal Resolution" is unchecked; now, the window size is used.
2021-05-24 12:16:39 -07:00
Techjar 0f17990137 VideoCommon: Split BBox* functions into common and backend implementation variants
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
2021-05-22 01:11:57 -04:00
JosJuice 1d3b9fdec2 Fix perf query regression
When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
2021-05-21 13:39:59 +02:00
JosJuice 8a0f5ea04a Remove all remaining volatile qualifiers 2021-05-15 09:52:04 +02:00
JosJuice b93983b50a Remove Atomic.h
The STL has everything we need nowadays.

I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).

Tested with single core and dual core on x86-64 and AArch64.
2021-05-13 18:56:27 +02:00
Pokechu22 16c17ed9ce Software: Fix OOB tex coord indices
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
2021-05-07 16:28:09 -07:00
Pokechu22 c3668e179c Split TevStageIndirect::mid into matrix_index and matrix_id 2021-05-07 16:27:52 -07:00
Léo Lam 1c6232e95f
Merge pull request #9646 from PatrickFerry/sw-textureencoder-alignedwidth
SW: Fix alignedWidth in TextureEncoder
2021-04-24 20:13:10 +02:00
JMC47 18e84361d9
Merge pull request #9660 from ezio1900/master
VideoCommon: Fix scissorOffset, handle negative value correctly
2021-04-23 21:21:53 -04:00
ezio1900 97ea3a603e VideoCommon: Fix scissorOffset, handle negative value correctly
VideoCommon: Change the type of BPMemory.scissorOffset to 10bit signed: S32X10Y10
VideoBackends: Fix Software Clipper.PerspectiveDivide function, use BPMemory.scissorOffset instead of hard code 342
2021-04-24 08:46:21 +08:00
JMC47 cfc4af76a9
Merge pull request #9321 from Pokechu22/sw-copyregion
Software: Fix out of bounds accesses in CopyRegion
2021-04-23 14:07:46 -04:00
JMC47 4ab92d4757
Merge pull request #9350 from Pokechu22/sw-viewport
Software: Invert backface test when viewport is positive
2021-04-23 14:06:02 -04:00
Patrick A. Ferry f6a4368192 SW: Fix alignedWidth in TextureEncoder
This was causing issues in Software Renderer. Look at bug 11487
2021-04-19 02:06:52 +01:00
Connor McLaughlin b24e3f2f1a Vulkan: Work around AMD exclusive fullscreen bug (21.3+) 2021-04-12 12:41:17 +10:00
Pokechu22 5b1c632862 Software: Invert backface test when viewport is positive
Fixes Jimmie Johnson's Anything with an Engine.
2021-03-06 22:00:16 -08:00
Pokechu22 058c7db80b Software: Fix out of bounds accesses in CopyRegion
Fixes issue 11393.

The problem is that left and top make no sense for a width by height array; they only make sense in a larger array where from which a smaller part is extracted.  Thus, the overall size of the array is provided to CopyRegion in addition to the sub-region.  EncodeXFB already handles the extraction, so CopyRegion's only use there is to resize the image (and thus no sub-region is provided).
2021-03-06 21:58:28 -08:00
Pokechu22 70f9fc4e75 Convert BPMemory to BitField and enum class
Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
2021-03-06 19:27:19 -08:00
Pokechu22 aab81d5aa0 Convert XFMemory to BitField and enum class
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
2021-03-06 19:27:14 -08:00
Pokechu22 f749fcfa9f Convert CPMemory to BitField and enum class
Additionally, VCacheEnhance has been added to UVAT_group1.  According to YAGCD, this field is always 1.

TVtxDesc also now has separate low and high fields whose hex values correspond with the proper registers, instead of having one 33-bit value.  This change was made in a way that should be backwards-compatible.
2021-03-06 19:27:08 -08:00
Pokechu22 fcd3efa1ae Software: Implement points 2021-02-13 15:59:40 -08:00
Pokechu22 8e348b87e9 Software: Fix line-width effects 2021-02-13 15:59:39 -08:00
Pokechu22 7d5ae03219 Software: Always divide the texture coordinates by q.
Equivalent to da43f9a15 for the software renderer.
2021-02-12 16:37:47 -08:00
Léo Lam a354814240
Merge pull request #9424 from Pokechu22/sw-no-special-case
Software: Remove normalization special case
2021-02-11 19:36:45 +01:00
Shawn Hoffman 500a694ca8 msbuild: bundle all dolphin "core" code into single library 2021-01-27 14:29:49 -08:00
Shawn Hoffman 5770ff01f3 rename D3DCommon/Common to D3DCommon/D3DCommon 2021-01-27 14:29:48 -08:00
Shawn Hoffman 527b5a9761 normalize common filenames in VideoBackends/D3D12 2021-01-27 14:29:48 -08:00
Shawn Hoffman a0aeb5b0b9 normalize common filenames in VideoBackends/D3D 2021-01-27 14:29:48 -08:00
Shawn Hoffman d7fd892fde normalize common filenames in VideoBackends/Vulkan 2021-01-27 14:29:48 -08:00
Shawn Hoffman ef70fe05bf normalize common filenames in VideoBackends/Null 2021-01-27 14:29:48 -08:00
Shawn Hoffman ff4f67492b normalize common filenames in VideoBackends/OGL 2021-01-27 14:29:48 -08:00
Pokechu22 e825af7b1b Software: Remove normalization special case
The special case doesn't appear to make a significant difference in any games, and the current implementation has a (minor, fixable) issue that breaks Super Mario Sunshine (both with a failed assertion (https://bugs.dolphin-emu.org/issues/11742) and a rendering issue (https://bugs.dolphin-emu.org/issues/7476)).  Hardware testing wasn't able to reproduce the special case, either, so it may just not exist.

PR #9315 contains a fixed implementation of the special case on all video backends, and can serve as a basis for it being reintroduced if it is found to exist under more specific circumstances.  For now, I don't see a reason to keep it present.
2021-01-03 23:22:48 -08:00
Léo Lam 0ad2f3da45
Core: Remove ImageWrite and get rid of -Wmissing-declarations warnings 2020-12-16 16:04:19 +01:00
Léo Lam eafe005672
Fix -Wclass-memaccess warnings
We want to clear/memset the padding bytes, not just each member,
so using assignment or {} initialization is not an option.

To silence the warnings, cast the object pointer to u8* (which is not
undefined behavior) to make it explicit to the compiler that we want
to fill the object representation.
2020-12-16 15:37:43 +01:00
Lioncash 139d4fc76e General: Convert PanicAlerts over to fmt equivalent
Converts lingering panic alert calls over to the fmt-capable ones.
2020-12-02 13:38:33 -05:00
blåhaj bf0fe0281a Fix bounding box incorrectly disabled on OpenGL ES 3.1, 3.2 2020-11-24 21:22:39 +01:00
Stenzek d6ce8eef36 Software: Use same logic for colors as hardware backends 2020-11-20 15:54:06 -08:00
Jonathan Marek a20e69ff51
Vulkan: fix validation error in bSupportsGeometryShaders=false case
In CreateDescriptorSetLayouts(), one less dynamic binding is created when
bSupportsGeometryShaders=false. Reduce the dynamicOffsetCount argument by
one in that case. Avoids this validation error:

Attempting to bind 3 descriptorSets with 2 dynamic descriptors, but
dynamicOffsetCount is 3. It should exactly match the number of dynamic
descriptors. The Vulkan spec states: dynamicOffsetCount must be equal to
the total number of dynamic descriptors in pDescriptorSets

Signed-off-by: Jonathan Marek <jonathan@marek.ca>

[Applied clang-format]
Signed-off-by: Léo Lam <leo@leolam.fr>
2020-11-20 12:23:34 +01:00
Lioncash 21dd7a8ebb Vulkan: Migrate logging over to fmt
Migrates the vulkan backend over to the fmt-capable logger.
2020-11-09 03:26:16 -05:00
Lioncash 23a8baa605 Software: Migrate logging over to fmt
Migrates the software backend over to the fmt-capable logger.
2020-11-09 03:14:01 -05:00
Lioncash 413d64e7fc OpenGL: Migrate logging over to fmt
Migrates over to the fmt-capable logger.
2020-11-09 03:09:09 -05:00
Lioncash 4d9a7c7a54 D3DCommon: Migrate logging over to fmt
Migrates the logging over to the fmt-capable logger.
2020-11-09 03:03:26 -05:00
Lioncash 2345d5f98d D3D: Migrate logging over to fmt
Migrates the logging over to the fmt-capable logger.
2020-11-09 03:02:00 -05:00
Lioncash d7834bd6b4 D3D12: Migrate logging over to fmt
Migrates the logging over to the fmt-capable logger.
2020-11-09 02:59:51 -05:00
JosJuice 28aa04312c Common/LinearDiskCache: Replace std::fstream with File::IOFile
File::IOFile is better suited to this type of task.
Split out from a future PR.
2020-11-05 00:31:17 +01:00
Jordan Woyak d2f80a4595
Merge pull request #9138 from martymac/VK_NULL_HANDLE-fix
Fix build on FreeBSD i386 - nullptr vs VK_NULL_HANDLE
2020-11-03 08:28:11 -06:00
Ganael Laplanche d456e2e391 Resolve VkDeviceMemory/nullptr type mismatch to fix build on FreeBSD i386 2020-11-03 07:47:43 +01:00
JMC47 6a3a71cfd7
Merge pull request #9141 from Techjar/but-for-how-long
Re-enable GPU Texture Decoding under MoltenVK
2020-10-29 01:22:13 -04:00
mazes-80 f375ee72a2
CMake: Add option to enable/disable Vulkan video backend 2020-10-23 20:14:46 +02:00
Techjar 0c01712d13 DriverDetails: Remove bug for broken GPU Texture Decoding 2020-10-08 10:13:40 -04:00
Stenzek 24bb947eff Vulkan: Use VK_LAYER_KHRONOS_validation for validation
VK_LAYER_LUNARG_standard_validation is deprecated.
2020-10-01 17:21:46 +10:00
Techjar 69358b2186 VideoBackends: Disable GPU Texture Decoding under MoltenVK
It's broken and causes spectacular artifacts and crashes.
2020-09-07 17:28:05 -04:00
JosJuice 6eefc3c524 Make default graphics backend not show up as empty
Fixes https://bugs.dolphin-emu.org/issues/12245.

I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
2020-09-06 12:56:45 +02:00
Shawn Hoffman 969ea6e4f5 msvc: enable /Zc:preprocessor and make build compile cleanly 2020-08-27 21:58:48 -07:00
Shawn Hoffman 4db06bf85b ogl: init ProgramShaderCache::s_ubo_align to 1.
silences a warning that it may cause div-by-zero.
2020-08-27 15:15:52 -07:00
Shawn Hoffman 938fd4e438 use constexpr for some compile-time expressions 2020-08-23 13:57:05 -07:00
Shawn Hoffman 6ef9d70701 name some threads 2020-08-22 17:22:07 -07:00
LC 4a34b74e68
Merge pull request #9035 from shuffle2/vs-pretty
misc vcxproj cleanup
2020-08-22 20:13:25 -04:00
Shawn Hoffman cff4806d8d windows: fix build if pch were to be disabled 2020-08-22 16:18:24 -07:00
Shawn Hoffman 2f47f486af msbuild: re-enable standalone vcxproj processing 2020-08-22 16:17:50 -07:00
Shawn Hoffman 94bf48b67c msbuild: refactor stuff out of project files (for dolphin) 2020-08-22 16:17:50 -07:00
Shawn Hoffman 3a0d8c0208 msbuild: enable D3DCommon to use pch 2020-08-22 16:17:50 -07:00
Shawn Hoffman 36ace8eb52 prettify some constructs in vcxproj files 2020-08-22 16:17:50 -07:00
LC 487cd7abd9
Merge pull request #8905 from JosJuice/jni-encoding
Android: Use correct encoding when converting strings
2020-07-18 22:13:14 -04:00
Filip Gawin 0ede5d1537 Use range loop (if possible) 2020-07-18 18:29:16 -05:00
JosJuice 15d9fab0bb Common: Rename UTF16ToUTF8
This function does *not* always convert from UTF-16. It converts
from UTF-16 on Windows and UTF-32 on other operating systems.

Also renaming UTF8ToUTF16 for consistency, even though it
technically doesn't have the same problem since it only was
implemented on Windows.
2020-07-08 14:51:35 +02:00
JosJuice 6f298378a1 Reword "Please avoid forcing Dolphin to use MSAA by the driver" message
Some users who get this error don't seem to gain much understanding
of how to resolve the problem from reading the error message.
2020-07-08 11:34:36 +02:00
orbea ba2d04b793 Externals: Fix build failures with the newer glslang.
v2: Don't include glslang project wide.
2020-05-30 18:54:21 -07:00
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00
Stenzek bf74553878 FramebufferManager: Copy to color format for depth readbacks on GLES
glReadPixels() with depth formats is not supported.

Should fix broken EFB access on GLES.
2020-05-24 16:11:11 +10:00
degasus fc0df37d94 Fix windows build system. 2020-04-29 12:56:52 +02:00
Léo Lam 0fe4985f8d
Merge pull request #8689 from howard0su/cleanup_sign
Remove warnings of -Wsign-compare
2020-04-28 13:36:21 +02:00
Léo Lam 9d44af4c31
Merge pull request #8696 from howard0su/cleanup_shadow
Cleanup warnings of -Wmissing-declarations
2020-04-27 15:33:01 +02:00
Stenzek a2f4fafe86 Vulkan: Switch from vkCreateMacOSSurfaceMVK() to vkCreateMetalSurfaceEXT()
Since we are calling this off the UI thread, we can't use anything which
accesses the underlying NSView object. We create and set the Metal layer
on the UI thread before the video backend is initialized. This extension
is both compatible with MoltenVK and gfx-portability for accepting a
layer at surface creation.
2020-04-07 18:56:55 +10:00
Jun Su 81f8099cc6 Remove warnings of -Wsign-compare
Cast the variable to the coresponding type.
2020-03-25 07:57:14 +08:00
Jun Su b6ff15c130 Cleanup warnings of -Wmissing-declarations
Add static to the functions which is not intentionally
export to big scope.
2020-03-24 20:16:10 +08:00
Stenzek fb947296b0 Vulkan: Pass CAMetalLayer to MoltenVK instead of NSView
Gets rid of the warning for calling [NSView layer] off the main thread.
2020-03-11 23:11:26 +10:00
Stenzek a545344268 VideoBackends: Make it possible for PrepareWindow to change the surface
Again, needed for MoltenVK.
2020-03-11 23:10:30 +10:00
Stenzek 08cc73108a Vulkan: Treat VK_SUBOPTIMAL_KHR as VK_SUCCESS on Android
Android 10 seems to expect a prerotated/transformed swap chain for optimal
presentation. For now, until we implement that, just ignore the hint.
2020-01-31 19:16:06 +10:00
Stenzek ead65b0d8c Vulkan: Log when a swap chain resize is occurring
This may help us debug performance problems in the future.
2020-01-31 19:11:43 +10:00
Ryan Meredith e5f6d9320f Add Dolphin version and current video backend to shader compilation logs 2020-01-24 03:29:38 -05:00
David Korth f5fe692842 Use pre-increment for iterators instead of post-increment.
Pre-increment is more efficient, since it doesn't have to return the
old iterator.
2019-12-29 23:45:02 -05:00
David Korth 05101b251c OGL/Render.cpp, InitDriverInfo(): Use std::string_view to eliminate string copies.
Consolidate the NVIDIA Tegra and non-Tegra checks into one branch.
2019-12-29 23:45:02 -05:00
Stenzek 6fcb1c6c46 Add an ARM64 target to Visual Studio projects 2019-12-28 19:20:41 +10:00
Casey Carter 222bc6a443 Include <memory> for std::unique_ptr in DXContext.h 2019-12-19 14:25:12 -08:00
Stenzek e05bc33899 Vulkan: Call VertexManagerBase initialize 2019-12-09 19:16:15 +10:00
Stenzek 07c43b192f D3D12: Call VertexManagerBase initialize 2019-12-09 19:16:04 +10:00
Anthony fdb78b64e1
Merge pull request #8513 from lioncash/bounding-box
VideoCommon/BoundingBox: Make interface for querying bounding box data
2019-12-07 18:40:02 -08:00
Lioncash 9bd533ebe4 VideoCommon/BoundingBox: Make interface for querying bounding box data
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
2019-12-05 11:48:42 -05:00
Lioncash 10f7674651 VideoCommon/IndexGenerator: Eliminate static state
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
2019-12-05 10:49:32 -05:00
Stenzek dd23a1ee79 Update VS projects/solutions to VS2019 2019-11-30 13:42:52 +10:00
Lioncash c792961000 Common: Unify logging namespace with Common
Previously the logging was a in a little bit of a disarray. Some things
were in namespaces, and other things were not.

Given this code will feature a bit of restructuring during the
transition over to fmt, this is a good time to unify it under a single
namespace and also remove functions and types from the global namespace.

Now, all functions and types are under the Common::Log namespace. The
only outliers being, of course, the preprocessor macros.
2019-11-28 05:13:21 -05:00
Silent a68789a70c
D3DCommon: Remove unused GetDebugObjectName and tidy up SetDebugObjectName 2019-11-10 16:07:32 +01:00
Silent 8445644e05
D3DCommon: Migrate few remaining raw pointers to WRL::ComPtr 2019-11-10 16:07:32 +01:00
Connor McLaughlin 5440be96e7
Merge pull request #8378 from stenzek/quad-buffer-stereo
Various quad-buffered ("HDMI 3D") stereo fixes
2019-11-08 10:26:58 +10:00
Stenzek 16f103ab42 Vulkan: Exclusive fullscreen support via VK_EXT_full_screen_exclusive 2019-10-31 22:45:59 +10:00
Stenzek 6fc6444687 Vulkan: Explicitly enable VK_KHR_get_physical_device_properties2
This was missing from the subgroup PR way back.
2019-10-31 22:45:59 +10:00
Stenzek 230190fc36 Vulkan: Allow runtime querying of enabled extensions 2019-10-31 22:45:59 +10:00
Connor McLaughlin d3ee0a4535
Merge pull request #8379 from stenzek/mali
Vulkan: Optimizations for Mali with EFB2RAM on
2019-10-31 22:44:19 +10:00
Stenzek ae83d02e54 Drop 3D Vision Support 2019-10-04 13:40:21 +10:00
Stenzek 328d89db70 Vulkan: Add a DriverDetails bug for "slow cached readback memory"
Using the cached memory type appears to be slower on Mali drivers, with
~10-15% CPU spent in the __pi___inval_cache_range kernel function.
2019-10-02 21:34:58 +10:00
Stenzek c557aa4a15 Vulkan: Add strict flag to memory type selection 2019-10-02 21:27:32 +10:00
Stenzek e754c8ab26 D3D11: Initialize shader cache before renderer
Otherwise the shaders we need for e.g. postprocessing are null.
2019-10-02 11:50:10 +10:00
Connor McLaughlin 1092efa77a
Merge pull request #8276 from stenzek/adreno-efb-access
Fix CPU EFB access on Adreno with Vulkan backend
2019-08-08 12:23:27 +10:00
Stenzek d78a9356d2 D3D11: Only use integer RTV when logic op is supported+enabled 2019-08-02 18:47:19 +10:00
Stenzek 2698e311aa Vulkan: Use correct aspect for D24S8 textures 2019-07-31 15:33:05 +10:00
Connor McLaughlin dea2b9c509
Merge pull request #8258 from CookiePLMonster/dx11.1-detection-fixes
D3D11 resources refactor and DX11.1 feature detection fixes
2019-07-30 01:24:57 +10:00
Silent baa9636d48
D3D11: Add extra logging to StateCache::Get 2019-07-29 16:48:24 +02:00
Silent 43bfb183c2
D3D11: Show a warning message about unsupported features when switching to D3D11 backend on Windows 7 2019-07-29 16:47:45 +02:00
Silent ff00873610
D3D11: Query for output merger logic op support and use logic op code only if supported
Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
2019-07-29 16:47:39 +02:00
Silent a6b8e8b9c3
D3D11: Ownership fixes for objects in DXTexture 2019-07-29 16:43:02 +02:00
Silent 77425ef83b
D3D11: Ownership fixes for objects in D3DState 2019-07-29 16:39:21 +02:00
Silent 88db577c17
D3D11: Correctly poll ALL possible AA levels. 2019-07-29 16:39:06 +02:00
Connor McLaughlin b0113b6c64
Merge pull request #8266 from lioncash/shadowing
D3DCommon/Shader: Use std::optional where applicable
2019-07-28 14:24:32 +10:00
Connor McLaughlin 5bad233b1a
Merge pull request #8265 from lioncash/view
OGL/ProgramShaderCache: Use std::string_view where applicable
2019-07-28 14:21:59 +10:00
Lioncash 6db305a4e8 VideoBackends/Null: Add missing override specifiers
Applies a missing override specifier to VertexManager's destructor.
2019-07-27 17:33:18 -04:00
Lioncash 23c5b362a5 VideoBackends/Null: Apply final to classes where applicable
These aren't intended to be further specialized, so we can make this
obvious with final.
2019-07-27 17:33:18 -04:00
Lioncash 86000fc6b4 VideoBackends/Null: Remove unnecessary constructors and destructors
Removes constructors and destructors that don't actually provide any
behavior (i.e. doesn't constain generated code related to non-trivial
members in a cpp file, etc).

Lessens the amount of code present.
2019-07-27 17:33:18 -04:00
Lioncash bdcc5853d5 VideoBackends/Null: Remove unnecessary includes 2019-07-27 17:33:16 -04:00
Lioncash aca02f9734 D3DCommon/Shader: Use std::optional with CompileShader()
Allows removing the use of an out parameter, making it nicer to use.
2019-07-26 20:06:14 -04:00
Lioncash 0ce6264f90 D3DCommon/Shader: Create vector via iterators in CreateByteCode()
Same behavior, but without unnecessary zeroing of data contents.
Instead, we supply the dataset to use directly.
2019-07-26 19:45:33 -04:00
Lioncash 287b446ef7 D3D/DXShader: Remove duplicate GetByteCode function
This is already provided in the base class, which performs the same
exact behavior. Given the function in the base class isn't virtual, this
also essentially resolves an instance of shadowing.
2019-07-26 19:45:23 -04:00
Lioncash 67bd2de73e OGL/ProgramShaderCache: Convert typedef over to a using alias
Same thing, but nicer to read from left to right.
2019-07-26 18:43:44 -04:00
Lioncash d6617d399f OGL/ProgramShaderCache: Use std::lock_guard deduction guides where applicable
Same thing, less reading.
2019-07-26 18:22:55 -04:00
Lioncash 6e69e3cf26 OGL/ProgramShaderCache: Remove unused headers
Removes a few inclusions that aren't necessary, reducing the number of
header dependencies.
2019-07-26 18:09:44 -04:00
Lioncash fb384dec55 OGL/ProgramShaderCache: Use std::string_view where applicable 2019-07-26 18:02:00 -04:00
Silent 890f781cd0
Factorize software renderer backend switching warning to be fetched from a new GetWarningMessage in video backend - will be needed for DX11.1 feature set warnings 2019-07-26 19:39:07 +02:00
Silent 799c52463e
Fixes for WRL usage - QueryInterface is explicitly mentioned as not to be used with WRL ComPtr 2019-07-26 19:38:58 +02:00
Connor McLaughlin fc8859a414
Merge pull request #8249 from lioncash/rect
VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
2019-07-19 16:32:30 +10:00
Stenzek 68bd4cd79a Vulkan: Use reversed depth range in viewport
Also adds a DriverDetails bug to disable on drivers where this is still
broken.
2019-07-18 23:43:12 +10:00
Lioncash 2b9389202e VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
2019-07-16 20:54:34 -04:00
Lioncash d4337eebde VideoCommon/Statistics: Rename stats global to g_stats
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
2019-07-10 23:34:54 -04:00
Lioncash a99c7d01e1 VideoCommon/Statistics: Normalize statistic variable names
Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
2019-07-10 23:19:10 -04:00
Lioncash 04c06ec661 VideoCommon/Statistics: Use std::array for projection values
Makes the members within the interface much nicer to look at, and also
makes copying them over much nicer too.
2019-06-20 08:06:20 -04:00
Lioncash 72b04a353d VideoBackends/Vulkan: Use nested namespace specifiers where applicable 2019-06-17 16:57:30 -04:00
Connor McLaughlin 951b66e4ac
Merge pull request #8049 from stenzek/crop
Renderer: Adjust source rectangle when crop would draw off screen
2019-06-08 20:57:52 +10:00
Connor McLaughlin 5a4e2a6b2f
Merge pull request #7734 from stenzek/mojave-warning
Vulkan: Display a warning when using MoltenVK on HS and earlier
2019-06-08 20:41:39 +10:00
Stenzek 3f1586dbce Vulkan: Display a warning when using MoltenVK on HS and earlier 2019-06-08 20:16:24 +10:00
Stenzek 1028e2c1a6 D3D12: Remove unnecessary includes in DXContext.h 2019-06-08 20:12:15 +10:00
Stenzek 9316e25652 D3DCommon: Fallback to base CreateSwapChain on failure
It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.

In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
2019-06-08 20:11:49 +10:00
Lioncash a9663669dc Common/CommonFuncs: Remove now-unneccessary ArraySize function
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.

In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.

In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
2019-06-01 10:07:57 -04:00
Lioncash a41ba68c1e VideoVulkan/CMakeLists: Specify headers in target sources 2019-05-31 06:54:26 -04:00
Lioncash cd9281772a VideoSoftware/CMakeLists: Specify headers in target sources 2019-05-31 06:54:26 -04:00
Lioncash 115e7992c5 VideoOGL/CMakeLists: Specify headers in target sources 2019-05-31 06:54:26 -04:00
Lioncash 968d379cc4 VideoNull/CMakeLists: Specify headers in target sources 2019-05-31 06:54:26 -04:00
Lioncash 1831dcbe6f VideoVulkan/ShaderCompiler: Use non-member std::size instead of ArraySize()
Now that we're on C++17, we can use its non-member std::size function
instead of ours. This provides no functional change.
2019-05-30 04:16:20 -04:00
Lioncash d6a60050ff VideoVulkan/ShaderCompiler: Use a std::optional instead of bool+out variable
Now that we utilize C++17, we can simply return an optional containing
the code instead of using an out variable and a boolean result,
essentially combining them into one.

This provides a much more straightforward interface.
2019-05-30 04:16:17 -04:00
Lioncash e60268bd42 VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
2019-05-30 03:29:35 -04:00
Pokechu22 69d9d9f87a Also free when initialization fails, and move to end 2019-05-26 19:59:29 -07:00
Pokechu22 19fb3bb4fe DX11: Fix access violation on closing dolphin 2019-05-26 15:01:05 -07:00
spycrab ec734065db
Merge pull request #8087 from spycrab/cmake_win2019
Support CMake on Windows
2019-05-14 21:07:26 +02:00
spycrab 6cef70c182 VideoBackends/D3D: Fix CMakeLists.txt 2019-05-12 00:05:09 +02:00
weihuoya e98f43d2af bbox minor fx 2019-05-09 17:30:17 +08:00
spycrab 35f7abfe76 VideoBackends/D3DCommon: Fix linking against self 2019-05-08 20:59:15 +02:00
Techjar ff972e3673 Reformat repo to clang-format 7.0 rules 2019-05-06 18:48:04 +00:00
Léo Lam ab9ece9bca Replace MathUtil::Clamp with std::clamp 2019-05-04 23:12:17 +02:00
Léo Lam 99a4ca8de7
Merge pull request #7839 from ShFil119/impr/redundant
Remove redundant initialization
2019-05-04 22:50:51 +02:00
Filip Gawin c110ffcdaa Remove redundant initialization 2019-04-30 01:22:24 +02:00
Connor McLaughlin 1b1662773e
Merge pull request #8048 from stenzek/vulkan-negative-scissor-rect
Vulkan: Don't set a negative offset in scissor rect
2019-04-28 23:37:51 +10:00
Stenzek 32359bf2bb Renderer: Adjust target rectangle in the base class 2019-04-28 23:33:24 +10:00
Stenzek 3c64f0c616 Renderer: Adjust source rectangle when crop would draw off screen
This prevents us from requiring an oversized and/or negative viewport by
shrinking the source rectangle instead.
2019-04-28 23:31:57 +10:00
Connor McLaughlin d2d8d7ce90
Merge pull request #8051 from JosJuice/efb-constexpr
Turn EFB_WIDTH/EFB_HEIGHT into constexpr
2019-04-28 20:37:25 +10:00
JosJuice ced2306fc5 Turn EFB_WIDTH/EFB_HEIGHT into constexpr
https://bugs.dolphin-emu.org/issues/11692#note-5

Also change const into constexpr while we're at it.
2019-04-28 11:50:17 +02:00
Stenzek 5399995c61 Vulkan: Don't set a negative offset in scissor rect
The spec/validation layers say this is invalid.
2019-04-28 16:01:09 +10:00
Stenzek 025767c929 D3D: Set optional features after creating the device
Fixes feature level 10.0 devices crashing during runtime.
2019-04-28 15:26:49 +10:00
Stenzek 356ebdf509 OGL: Set shared context state up to match main context
Has a better chance of avoiding recompiling if so.
2019-04-21 14:28:14 +10:00
Stenzek 6553cf8bb1 OGL: Only set GL_PROGRAM_POINT_SIZE on desktop GL
It is always enabled in GLES.
2019-04-21 14:28:14 +10:00
Stenzek f2a594fad5 OGL: Fix binding error on shutdown
This was occurring if the imgui vertex format was bound on shutdown,
which is destroyed before the vertex buffers
2019-04-21 14:28:14 +10:00
Stenzek 5c95dc61fc OGL: Store shader source in OGLShader
So it can be dumped with info log when linking fails.
2019-04-21 14:28:14 +10:00
Stenzek bbd1ae16db OGL: Remove unused ProgramShaderCache::CompileShader() 2019-04-21 14:28:14 +10:00
Stenzek f8c1ba409c Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle 2019-04-21 14:28:14 +10:00
Stenzek 3791262d96 TextureCache: Use linear filtering on y-scaled and >1xIR VRAM copies 2019-04-21 12:41:15 +10:00
Stenzek 616ad378b7 OGL: Support returning pipeline cache data 2019-04-16 00:39:43 +10:00
Stenzek 5cef09e383 D3D12: Support returning pipeline cache data 2019-04-16 00:34:34 +10:00
Stenzek 61a656570e AbstractPipeline: Support returning "cache data"
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00
Stenzek 474500f07e Vulkan: Prevent submission of command buffer with open queries 2019-04-01 20:49:42 +10:00
Stenzek f2d8c8d2a8 D3D12: Fix rare case where command list was executed with open queries 2019-04-01 20:49:24 +10:00
Stenzek 92f1f553d1 D3D12: Fix case where perf queries weren't flushed 2019-04-01 20:13:39 +10:00
Stenzek 113bd60fe7 Implement D3D12 backend 2019-04-01 11:24:55 +10:00
Connor McLaughlin 39139a52e7
Merge pull request #7939 from Techjar/no-more-disabled-gfx-features
Qt/HacksWidget: Fix backend feature support checks
2019-03-31 11:59:34 +10:00
Stenzek b685a66753 Vulkan: Fix crash when checking subgroup support on Mesa 2019-03-30 00:18:26 +10:00
Stenzek a6bb06174f Vulkan: Fix library load failure on Android 2019-03-29 23:36:53 +10:00
Techjar 5d37b2b951 Qt/HacksWidget: Fix backend feature support checks 2019-03-29 08:45:21 -04:00
Stenzek 604ab67c7f Vulkan: Simplify perf queries using vkGetQueryPoolResults 2019-03-29 20:54:44 +10:00
Stenzek 6d40ea8553 Vulkan: Fix barrier validation layer errors for bounding box 2019-03-29 20:54:44 +10:00
Stenzek 23a655217c Vulkan: Fix validation layer error for unbound texture layouts 2019-03-29 20:54:44 +10:00
Stenzek 427dd45151 Vulkan: Simplify command buffer fence tracking 2019-03-29 20:54:44 +10:00
Connor McLaughlin f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek 6561850f2b Vulkan: Support subgroup reduction operations via GL_KHR_shader_subgroup 2019-03-29 20:06:56 +10:00
Stenzek 86da282570 OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle 2019-03-29 20:06:56 +10:00
Stenzek d0d010f854 D3D11: Make stateman a unique_ptr 2019-03-29 19:55:00 +10:00
Stenzek 3b86c93285 VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek 2a4bca8b4a VideoBackends: Verify validity before doing full renderer init
Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek 1151a1238f D3D11: Use ComPtr smart pointer where possible 2019-03-29 19:52:38 +10:00
Stenzek 3d8014beb5 D3D11: Use D3DCommon where appropriate 2019-03-29 19:52:38 +10:00
Stenzek ea15080d8f Add D3DCommon (shared code between D3D11 and D3D12) 2019-03-29 19:52:38 +10:00
Stenzek f6641b7e4f Vulkan: Use Common::DynamicLibrary 2019-03-29 19:52:38 +10:00
Stenzek 16294acd2a VideoBackends: Scale bounding box rectangle in the pixel shader 2019-03-25 18:47:58 +10:00
Dzmitry Malyshau 4173a8f545 Use proper view type of framebuffer images 2019-03-15 12:24:39 -04:00
Stenzek a218a794cb FramebufferManager: Implement deferred EFB cache invalidation 2019-03-09 12:24:04 +10:00
Stenzek 65216c9e87 VideoConfig: Add SupportsPartialDepthCopies to backend info
D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
spycrab f72652f690
Revert "Vulkan: Show backend as Vulkan (MoltenVK) on macOS" 2019-03-07 02:05:59 +01:00
spycrab a5534ec950 Vulkan: Show backend as Vulkan (MoltenVK) on macOS 2019-03-06 15:25:54 +01:00
Stenzek 21d81f99ff VideoBackends: Fix GPU decoding of XFB buffers
Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek f9869cb216 Vulkan: Support runtime selection of WSI 2019-02-15 18:40:46 +10:00
Tilka 8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin 49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
Tilka 8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak 69b617ce76 WiimoteEmu: Remove redundant Matrix library and use the one in Common. 2019-02-03 12:02:02 -06:00
Tilka 2d75797c63
Merge pull request #7747 from stenzek/vulkan-shutdown
Vulkan: Shutdown fixes and cleanup/refactoring
2019-02-02 12:45:20 +00:00
Stenzek 3b033bf3f0 Vulkan: Move clear shader from Renderer to ShaderCache 2019-01-27 13:07:35 +10:00
Stenzek e2cf238ec4 Vulkan: Move swapchain related members from Renderer to SwapChain 2019-01-27 12:59:57 +10:00
Stenzek bd66db049a Vulkan: Use device-local functions where possible
Avoids a call into the loader library, which may improve performance
ever-so-slightly.
2019-01-27 12:51:04 +10:00
Stenzek ce1cc2d9fa Vulkan: Don't execute command buffer before shutting down
We don't need to, and this was causing occasional crashes on Adreno.
2019-01-27 12:41:10 +10:00
Stenzek b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
Stenzek 774480ba23 Vulkan: Set contents scale of Metal layer to screen factor
This gives us a native resolution framebuffer.
2019-01-26 00:02:04 +10:00
Stenzek ee0fa548bc Vulkan: Don't bind last descriptor set if bounding box is unsupported
Fixes crash on a4xx/Vulkan.
2019-01-25 11:15:57 +10:00
Stenzek e9b02e7dd0 Vulkan: Remove unused UpdateUtilityUniformBuffer function 2019-01-25 11:15:57 +10:00
Stenzek e4b205c769 Decouple XFB scanout from presentation 2019-01-25 11:15:57 +10:00
Stenzek c9c0b85056 VideoBackends: Store a backbuffer 'scale'
This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek e03b8e899e Vulkan: Move texture upload buffer to ObjectCache 2019-01-25 11:15:57 +10:00
Stenzek 63dd91628d Remove old RasterFont classes 2019-01-25 11:15:57 +10:00
Stenzek 600d1fc0bc Renderer: Use imgui for drawing debug text and OSD 2019-01-25 11:15:57 +10:00
Stenzek d1868d9475 RenderBase: Implement imgui rendering 2019-01-25 11:10:49 +10:00
Stenzek 396b7c2978 OGL: Invalidate tracked state when calling ResetAPIState()
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek 6bfe4c83a5 OGL: Fix broken stereoscopy geometry shader for EFB copies 2019-01-19 23:22:57 +10:00
zackhow 078fc74b54 Android/OGL: fix bounding box for OpenGL-ES
OpenGL-ES does not have glGetBufferSubData, so use glMapBufferRange instead
2019-01-09 21:08:49 -05:00
weihuoya 66a7db3850 Always flush on swap 2019-01-08 18:28:59 +08:00
Stenzek 7afd5cc2fb Use main buffers for utility draws 2018-12-04 17:37:25 +10:00
Stenzek 5ca18ff04e Vulkan: Restore viewport/scissor state on RestoreAPIState 2018-12-04 17:36:08 +10:00
Stenzek b409a87d1a D3D: Clamp viewport to current framebuffer dimensions, not target 2018-12-04 17:36:08 +10:00
Stenzek fa8262fa4a Vulkan: Don't panic on missing color/depth buffer in config 2018-12-04 17:36:08 +10:00
Stenzek 2644e920cc Renderer: Add backbuffer format to base class 2018-12-04 17:36:08 +10:00
Stenzek 1adcd47dcb Renderer: Add a base Initialize() method to match Shutdown() 2018-12-04 17:36:08 +10:00
weihuoya 3ab0f02cec vulkan: fx index buffer reserve size 2018-12-03 19:23:36 +08:00
Connor McLaughlin 6388992f62
Merge pull request #7039 from stenzek/moltenvk
Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek a0653a1a34 Vulkan: Fix incorrect fence being assigned to staging texture 2018-11-12 01:02:32 +10:00
Stenzek 673f1963a0 Vulkan: Support macOS via MoltenVK
The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek c7a2b1572b CMake: Build Vulkan backend on macOS 2018-11-07 05:12:20 -08:00
Stenzek 7efdd1070b OGL: Fix crash when opening graphics window on another backend 2018-11-07 21:20:12 +10:00
Stenzek 66b6e72c5e Vulkan: Submit fewer command buffers in deferred EFB copies mode 2018-11-07 16:25:01 +10:00
Stenzek 8e2c063d62 TextureCache: Implement deferred/batched EFB copies 2018-11-07 16:25:01 +10:00
Pierre Bourdon f1413dbbf6
Merge pull request #7501 from Techjar/class-memaccess-cleanup
VideoCommon: Clean up class-memaccess warnings
2018-10-28 23:59:51 +01:00
Stenzek 7c4607a05a Vulkan: Add missing increment of draw call count 2018-10-28 11:32:26 +10:00
Stenzek 0559311f92 GLContext: Runtime selection of EGL/GLX on Linux 2018-10-20 21:11:34 +10:00
Stenzek 025e909773 GLContext: Use destructor instead of Shutdown() to cleanup
Also uses the Initialize() method to make the context current.
2018-10-20 21:11:34 +10:00
Stenzek dcdd02d646 GLContext: Remove global context pointer 2018-10-20 21:11:34 +10:00
Stenzek eb284b5d66 VideoBackends: Pass window system info from host on creation 2018-10-20 21:11:34 +10:00
Stenzek 9c57a98723 GLContext: Use host connection
This also removes the need for a sleeping event thread.
2018-10-20 21:11:34 +10:00
Stenzek 1d827a5223 Renderer: Pull dimensions from GLInterface/Swapchain 2018-10-20 21:11:34 +10:00
Stenzek a3961750a7 Drop Host_GetRenderSurface and pass display to backend 2018-10-20 21:11:34 +10:00
Stenzek 134d967be2 Refactoring and cleanup of GLInterface (now GLContext) 2018-10-20 21:11:34 +10:00
Tillmann Karras 97cc9894e4 Update to Visual Studio's default Windows SDK 2018-10-20 00:53:08 +01:00
Techjar 8560eecd49 VideoCommon: Clean up class-memaccess warnings 2018-10-14 23:05:47 -04:00
Stenzek e3f475b30e NullBackend: Initialize vtx_decl in VertexFormat
This field was previously left uninitialized, which resulted in corrupted
UID caches being created.
2018-10-14 21:24:09 +10:00
Mat M ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Stenzek 2e905455b1 OGL: Disable scissor test when calling glBlitFramebuffer()
glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
2018-10-09 22:00:40 +10:00
Tillmann Karras 56fdcf5f00 VideoCommon: remove unnecessary floor()
floatindex is clamped to the range [0, 9]. For non-negative numbers
floor() is equivalent to trunc(). Truncation happens implicitly when
converting to uint, so the floor() is unnecessary.
2018-10-09 00:31:43 +01:00
Jules Blok 1ab1d41b10
Merge pull request #7457 from Tilka/use_clamp
VideoSoftware: make use of Clamp()
2018-10-07 19:53:45 +01:00
Tilka af2f212039
Merge pull request #7348 from spycrab/gl_cache_shaders
GL/TextureCache: Clean up inline shader code
2018-10-06 00:28:54 +01:00
Tillmann Karras a6a5d86cd8 VideoSoftware: make use of Clamp() 2018-10-05 22:07:38 +01:00
Stenzek eb33d7af64 Core: Call InitBackendInfo before loading config 2018-09-28 21:44:41 +10:00
spycrab 392df8a11d GL/TextureCache: Clean up inline shader code 2018-08-30 16:05:39 +02:00
Stenzek 448e19629d Vulkan: Drop usage of VK_NV_glsl extension
It's not providing a large performance improvement anymore, after the
more recent drivers introduced a new shader compiler.
2018-08-29 13:12:19 +10:00
Stenzek 3323265d91 FramebufferManager: Dynamic selection of EFB depth format 2018-07-19 21:47:42 +10:00
Stenzek b30342d38f VideoBackends: Support D24S8 abstract texture format 2018-07-19 21:47:42 +10:00
Techjar dc2f22516c Mark all video backend names for translation 2018-06-30 06:30:19 -04:00
Lioncash 540bb1a1b0
Software: Don't link against X11 libraries
The software backend doesn't actually use X11 in any capacity directly.
2018-06-21 01:47:37 -04:00
Léo Lam c93210155f
Merge pull request #7075 from Ebola16/DumpObjects
Software Renderer "Dump Objects" needs dedicated folder and tooltip
2018-06-06 15:20:14 +02:00
Ryan Meredith 45b9b7d211 Give Dump Objects dedicated folder and tooltip 2018-06-06 08:42:41 -04:00
Anthony 36ff2a20d5
Merge pull request #6954 from degasus/coherent
OGL/Streambuffer: Use coherent mapping by default.
2018-06-05 12:06:17 -07:00
Léo Lam 6ce9c96d91
Merge pull request #7027 from leoetlino/cleanup
Use some C++17 features available since GCC 6
2018-06-04 20:50:50 +02:00
Stenzek bc96557ec4 Externals: Update glslang to upstream commit 32d3ec3 2018-06-02 07:34:31 +00:00
Léo Lam 8a00a9e149 Remove old GCC version checks 2018-05-30 10:59:15 +02:00
Stenzek 640bfb8135 VideoConfig: Add a field for indicating logic op support in the backend 2018-05-26 00:07:20 +10:00
degasus fdfd8b19d6 OGL/Streambuffer: Use coherent mapping by default.
Coherent mappings have a lower overhead and less GL codes.
So enables coherent mapping by default for all drivers.
Both Qualcomm and ARM performs very bad with explicit flushing, so this change helps them as well.

AFAIK there was one GPU generation which was slower on coherent mapping: nvidia tesla
So Geforce 200 and 300 series should be tested with this PR before merging.
As this was last tested many years ago, this issue might have been fixed as well.
Those GPUs are close to 10 years old and not supported any more by nvidia.
2018-05-24 00:00:02 +02:00
Stenzek d0c025bf0b OGL: Fix EFB access in MSAA-mode 2018-05-22 15:35:20 +10:00
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Lioncash 8a1a924e2e Vulkan/PostProcessing: Make file-scope std::string instances const char arrays
Avoids performing avoidable file-scope heap allocations
2018-05-21 12:29:05 -04:00
Emmanuel Gil Peyrot c51ae9c62a Remove SOIL altogether from the project. 2018-05-20 13:44:42 +02:00
Lioncash 505d45a233 EfbInterface: Move buffer constant from the header to the cpp file
This is only ever used internally, so we can limit its scope to the only
usage point.
2018-05-18 16:23:34 -04:00
Lioncash 5eef8ba984 EfbInterface: Make efb and perf_values std::arrays 2018-05-18 16:23:29 -04:00
Lioncash c58b5e9b9b EfbInterface: Make perf_values internally linked
Instead, expose functions to operate with it. This way we keep the
internal representation concealed.
2018-05-18 15:35:08 -04:00
Lioncash f3a8874214 EfbInterface: Move efb array into the EfbInterface namespace 2018-05-18 15:09:37 -04:00
Markus Wick c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Léo Lam f91b729b61
Merge pull request #6825 from leoetlino/onion-types
Config: Fix implicit conversions/enum config types
2018-05-12 21:59:43 +02:00
Score_Under 4e7caa2818 Fix syntax error in GLSL_GS 2018-05-12 15:42:18 +01:00
Score_Under 70b00f2b2d Remove stray quote sign
This allows GLSL_EFB_POKE_GEOMETRY_GS to compile again.
2018-05-12 15:21:29 +01:00
Léo Lam 7dca7c237e Config: Fix template deduction for implicit conversions
This excludes the second argument from template deduction.

Otherwise, it is required to manually cast the second argument to
the ConfigInfo type (because implicit conversions won't work).

e.g. to set the value for a ConfigInfo<std::string> from a string
literal, you'd need a ugly `std::string("yourstring")`.
2018-05-12 14:30:18 +02:00
Léo Lam d1bb5249ec
Merge pull request #6801 from stenzek/copy-filter-typo
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
2018-05-11 10:36:47 +02:00
Lioncash ba01f6dba3 CommonFuncs: Convert ROUND_UP_POW2 macro to a function
Also move it to MathUtils where it belongs with the rest of the
power-of-two functions. This gets rid of pollution of the current scope
of any translation unit with b<value> macros that aren't intended to be
used directly.
2018-05-10 19:42:20 -04:00
Stenzek 3493d738ca D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
Stenzek 501b35bbf2 OGL: Fix broken format changes in i965 driver 2018-05-08 00:11:27 +10:00
Markus Wick e31c571f51
Merge pull request #6646 from spycrab/fbm_strings
OGL/FramebufferManager: Clean up inline GLSL code
2018-05-07 08:58:56 +02:00
Stenzek 286d594f32 OGL: Fix incorrect clamping in EFB copies 2018-05-05 17:45:54 +10:00
Stenzek 4faac3a627 TextureConversionShader: Don't sample from adjacent rows when not needed 2018-05-03 14:09:32 +10:00
Stenzek 7a745e5b0d D3D: Drop gamma parameter from util draw helper
No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
spycrab b4dc658b2e OGL/FramebufferManager: Clean up inline GLSL code 2018-05-01 15:03:59 +02:00
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Scott Mansell a192a3bb30 While I'm here, fix some chroma sub-sampling bugs.
RE4's brightness screen is actually very good for spotting these.

Bug 1: Colors at the end of the scanlines are clamped, instead of a black
       border
Bug 2: U and V color channels share coordinates, instead of being offset
       by a pixel.
2018-04-29 17:56:53 +10:00
Scott Mansell fc96479f12 VideoSoftware: Implement xfb copy filter (Deflickering/Brightness) 2018-04-29 17:56:51 +10:00
Lioncash d68f437e67 Common: Move BitSet helper functions into the Common namespace 2018-04-23 00:13:55 -04:00
Tillmann Karras 4cfd900c67 Fix some warnings 2018-04-17 14:10:05 +01:00
Lioncash b0dc823472
Common/Logging/Log: Wrap GENERIC_LOG macro's body in do { } while (0)
Enforces the termination of GENERIC_LOGs with semicolons.
2018-04-16 12:11:32 -04:00
spycrab 40bb9974f2 Reformat all the things! 2018-04-12 21:28:39 +02:00
Markus Wick c6d0d9a01f
Merge pull request #6578 from JosJuice/remove-projection-hacks
Remove support for projection hacks
2018-04-04 09:10:32 +02:00
Lioncash b184923540
Vulkan/CMakeLists: Migrate off add_dolphin_library
Finishes the migration work started in 3a4c3bbe01
2018-04-02 08:29:37 -04:00
Lioncash 8b43a31855
Software/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:24:40 -04:00
Lioncash a3c53ff754
OGL/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:22:39 -04:00
Lioncash d4f8502ad1
Null/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:17:00 -04:00
Lioncash 3854e2bcca
D3D/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:15:22 -04:00
JosJuice 91732e2baf Remove support for projection hacks
This isn't really useful for anything anymore as far as I know.
2018-04-01 21:41:18 +02:00
Lioncash b818cc682c VideoCommon/Vulkan: Explicitly link in xxhash
Lessens the dependency on the LIBS variable (and also makes the required
libraries explicit).
2018-03-28 17:03:16 -04:00
Stenzek 2f1a7cbee1 Implement "Skip" ubershader mode
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.

This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
2018-03-26 01:57:41 +10:00
Helios747 b02b616930 [UI] Remove experimental tag from Vulkan 2018-03-21 15:12:12 -07:00
Markus Wick 523031f037
Merge pull request #6444 from stenzek/d3d-bbox
D3D: Fix broken bounding box
2018-03-19 09:21:22 +01:00
Lioncash 882d1c1256 OGLShader: Ensure m_id and m_compute_program_id are always initialized
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
2018-03-16 17:49:34 -04:00
Lioncash 83f17ac59f OGLShader: Fix mismatched assignment in compute shader constructor
This shouldn't be assigning to the regular ID.
2018-03-16 17:44:23 -04:00
Lioncash 7926a0c814 Use __func__ instead of __FUNCTION__ where applicable
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.

__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.

The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:

"
The function-local predefined variable __func__ is defined as if a
definition of the form

static const char __func__[] = "function-name ";

had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"

Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
2018-03-16 13:41:53 -04:00
Lioncash 75f5fcdfee Assert: Remove unused parameter from DEBUG_ASSERT
This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Stenzek cb19ddd1d4 D3D: Fix broken bounding box 2018-03-17 00:20:43 +10:00
Lioncash 50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek dc9012ae08 OGL: Ensure VAO is active before unmapping buffers
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
2018-03-15 00:32:39 +10:00
Stenzek db810956ec Vulkan: Provide a more accurate method of detecting drivers/vendors
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
degasus a5c0739fab OGL: Scale OSD text on big screens. 2018-03-12 20:38:06 +01:00
degasus d4449971c9 OGL: Warn if buffer_storage isn't available.
Yes, this commit is only to blame OSX and Mali. Through the former supports unsynchronized mappings, the latter supports *no* way to stream dynamic data at all. Let's try to make bad news, as they ignore friendly feature requests. Maybe we just need to make more noise...
2018-03-12 20:38:00 +01:00
Stenzek 93ab50c555 OGL: Move primitive restart enable logic to GLUtil 2018-03-10 16:11:20 +10:00
Stenzek 51a586d11a GLUtil: Encapsulate functions in a namespace 2018-03-10 16:11:19 +10:00
Stenzek fc1fe0672b OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
2018-03-10 15:56:37 +10:00
Stenzek f9c829c7f7 OGL: Re-implement async shader compiling 2018-03-10 15:56:34 +10:00
Stenzek dec0c3bce8 Move shader caches to VideoCommon 2018-03-10 15:56:30 +10:00
Stenzek 24df896eb8 VKShader: Fix incorrect loading of binary shaders 2018-03-10 15:56:27 +10:00
Stenzek 1ddc4c5568 D3D: Make NativeVertexFormat thread safe 2018-03-10 15:56:24 +10:00
Stenzek 40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek 5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek 00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +10:00
Stenzek 4c24a69710 VideoCommon: Add support for Abstract Framebuffers 2018-03-02 20:20:48 +10:00
Stenzek 2a6d9e4713 AbstractTexture: Add support for depth textures/formats 2018-03-01 17:31:24 +10:00
Stenzek 6374a4c4a8 AbstractTexture: Support multisampled abstract texture 2018-03-01 17:31:24 +10:00
Stenzek 887e3830ba VideoBackends: Restore the framebuffer as part of the API state
It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek b4b0f3d942 Vulkan: Fix broken post-processing 2018-03-01 16:55:55 +10:00
Markus Wick 227db66e4f OGL: Use glBufferData on Mali.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!

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

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

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

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

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

So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek e4d3b5f626 OGL: Only create bad shader files in Dump when compile failed
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Anthony b66f96c617
Merge pull request #6042 from stenzek/videocommon-pipelines
VideoCommon pipelines ("Abstract Pipeline")
2018-02-23 09:18:19 -08:00
Stenzek 2ba8f67feb OGL: Call GLInterface->Update() on window resize
macOS in particular requires the context be updated manually when the window
is resized.
2018-02-23 22:27:10 +10:00
Stenzek fec6bb4d56 VideoBackends: Add AbstractShader and AbstractPipeline classes 2018-02-22 22:02:34 +10:00
Stenzek 31111ef143 D3D: Remove state stack from tracker, set explicitly instead 2018-02-22 19:40:55 +10:00
Stenzek e18c7b1c33 D3D: Support state tracking of compute shaders 2018-02-22 19:11:27 +10:00
Stenzek e8ff2b2006 D3D: Support compiling compute shaders 2018-02-22 19:11:25 +10:00
Stenzek aaea515d71 GLUtil: Drop now-unused attributeless VAO helpers 2018-02-22 19:09:28 +10:00
Stenzek 052d78bcb1 OGL: Log warnings from shader compiles, even if it compiled successfully 2018-02-22 19:08:54 +10:00
Stenzek 3fd4142f36 OGL: Track state of last bound vertex array object
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Markus Wick e01fe46068
Merge pull request #6367 from stenzek/gl-flush
OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT
2018-02-19 16:26:35 +01:00
Stenzek de632fc9c8 Renderer: Handle resize events on-demand instead of polling
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek 5baf3bbe2e OGL: Clear backbuffer before presenting instead of at start of frame 2018-02-20 01:11:40 +10:00
Stenzek c1b39ecc58 BPFunctions: Move upscaling of scissor rect to VideoCommon 2018-02-20 00:49:32 +10:00
Stenzek 5359396099 BPFunctions: Move GX viewport conversion to VideoCommon 2018-02-20 00:49:32 +10:00
Stenzek 7c517226ed Vulkan: Remove redundant YUYV conversion shaders
These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek 84b990faa0 VideoConfig: Remove bForceCopyToRam field
It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Stenzek 6490c2b86b OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT 2018-02-09 01:25:14 +10:00