Commit Graph

382 Commits

Author SHA1 Message Date
Anthony 4636230f5a
Merge pull request #6333 from stenzek/vulkan-transition
Vulkan: Fix invalid stage mask in layout transitions
2018-02-07 23:32:05 -08:00
Stenzek fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
Stenzek c790077c13 VideoBackend: Remove PeekMessages method
The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek d96e8c9d76 VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
TraceBullet ab6f932347 Fix Auto-Adjust Window Size option making the window too large 2018-01-26 10:47:19 -05:00
Stenzek 81ae88d2d5 AbstractTexture: Fix crash in Vulkan backend when freeing texture 2018-01-26 19:12:11 +10:00
Stenzek fd39103c73 Vulkan: Fix invalid stage mask in layout transitions 2018-01-26 12:33:24 +10:00
Stenzek 47f453d7aa Vulkan: Fix waiting on non-existant fence when reading back 2018-01-26 12:33:24 +10:00
Stenzek 38e0b6e2ab AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Stenzek 4997fbce44 Vulkan: Fix possible mismatch between EFB framebuffer and render pass
This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek 0525726338 Vulkan: Move pipeline barrier outside render pass for EFB peeks 2018-01-11 15:36:01 +10:00
Stenzek 48a8063cd5 Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range 2018-01-11 15:30:27 +10:00
Stenzek 173a33886c Vulkan: Move render pass management to ObjectCache 2018-01-11 15:21:34 +10:00
Stenzek 0e50b2c9f2 Vulkan: Add missing layout transition when resolving MSAA depth buffers 2018-01-11 15:21:33 +10:00
Jonathan Hamilton 29a9ed043b Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
degasus 02dd062518 VideoCommon: Drop now unused efb2tex matrix generation. 2017-12-06 09:30:03 +01:00
Lioncash 6ca85dbf0a VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype 2017-12-02 20:20:13 -05:00
Lioncash c7bc16811c VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype 2017-12-02 20:15:32 -05:00
degasus e2a9ee384f VideoCommon: Rename TextureConversionShader namespace. 2017-12-02 15:17:39 +01:00
degasus e8febd0cef VideoCommon: Create a namespace for TextureConversionShaderGen. 2017-12-02 15:17:39 +01:00
Markus Wick 491c10ec96 VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Stenzek cd68b3606c
Merge pull request #6193 from stenzek/readbacks
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Stenzek cf1f975148 Vulkan: Fix headless framedumping without USE_X11 set 2017-11-23 17:00:32 +10:00
Stenzek 32125cf181 OGL: Fix headless frame dumping
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek 7f217a8bb2 Vulkan: Drop StagingTexture2D class as it is now duplicated functionality 2017-11-22 18:49:33 +10:00
Stenzek db1d9de933 AbstractTexture: Drop slow map readback path 2017-11-22 18:49:33 +10:00
Stenzek 6577365851 VideoCommon: Re-implement asynchronous frame dumping
This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek 59517318d6 Vulkan: Use new readback methods for texture encoding 2017-11-22 18:47:04 +10:00
Stenzek 56afebeb44 AbstractTexture: Seperate CopyRectangleFromTexture to two methods
ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek f43d85921d VideoBackends: Add AbstractStagingTexture class
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek a584ccc7d8 AbstractTexture: Support BGRA8 formats
Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek 49a9c33bd7 VideoCommon: Move abstract texture creation function to Renderer 2017-11-22 18:47:04 +10:00
Stenzek 39559f6358 VideoConfig: Remove bSupportsInternalResolutionFrameDumps
Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Leo Lam 80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
Lioncash 364eaadfe5 VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash 5337e58284 VideoConfig: Make StereoMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
Lioncash 10697bcbe3 VideoConfig: Make AspectMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:17:56 -05:00
iwubcode 7248dd47d5 Hybrid XFB: Fix lint errors 2017-11-17 22:11:32 -06:00
iwubcode 4964fc87ae Video Backends: Remove the right of the xfb region for games where the
VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode 53684701fa HybridXFB: Fix lint errors 2017-11-17 22:11:31 -06:00
iwubcode 1090549552 Software Backend: Force EFB/XFB to copy to ram 2017-11-17 22:11:31 -06:00
iwubcode 76b775d5be Video Common: Add XFB decoding via the GPU 2017-11-17 22:11:30 -06:00
iwubcode 33bc286baa Remove old XFB logic 2017-11-17 22:11:29 -06:00
iwubcode b285188de1 Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode 2cd9565b18 Add an additional flag fo 'XFB Copy' 2017-11-17 22:11:29 -06:00
iwubcode 65cd085f9b Add new GUI option to skip XFBToRam and remove old XFB options 2017-11-17 22:11:28 -06:00
iwubcode 198d3b69b4 Add ability to dump xfb copies to texture for debugging purposes 2017-11-17 22:11:28 -06:00
iwubcode a9f0d1783b Support frame and video dumping from VideoCommon 2017-11-17 22:11:23 -06:00
iwubcode 79387dddb2 Add support for hybrid XFB 2017-11-17 19:47:56 -06:00
Anthony d378811271
Merge pull request #6165 from JosJuice/auto-ir-handling
Fix incorrect handling of auto IR
2017-11-06 23:10:53 -08:00
Pierre Bourdon bb0794715c
Merge pull request #6111 from stenzek/enable-vk-nv-glsl
Vulkan: Use VK_NV_glsl extension where available, and skip glslang
2017-11-04 17:14:28 +01:00
JosJuice a310cbec8e Fix incorrect handling of auto IR
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Tommaso Checchi 5fb6ceac45 Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient. 2017-10-27 00:45:20 -07:00
Stenzek 271f1af8c9 Vulkan: Fix crash on shutdown with Virtual XFB enabled 2017-10-18 22:11:59 +10:00
Stenzek 06bbf111d9 Vulkan: Improve readability of device/instance extension checks 2017-10-11 23:18:01 +10:00
Stenzek 79188d4f55 Vulkan: Use VK_NV_glsl extension where available, and skip glslang 2017-10-11 23:15:41 +10:00
Stenzek 90ca2e8042 Merge pull request #6066 from stenzek/vulkan-resize
Vulkan: Fixes for window resizing
2017-10-11 23:02:48 +10:00
Stenzek 4301b8538d Vulkan: Only use oldSwapchain in response to VK_ERROR_OUT_OF_DATE_KHR
Seems to be required on the latest NV driver, otherwise the presented
images are never shown.
2017-10-10 23:21:40 +10:00
Stenzek cdf34a79f7 Vulkan: Set a flag to resize the swap chain when presenting fails
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
2017-10-10 23:21:40 +10:00
Stenzek 80593f502e Vulkan: Fix bug where command buffer wouldn't be started after resize 2017-10-10 23:21:40 +10:00
Léo Lam 8f56219ea8 Vulkan: Fix crash when Core initialisation fails
The Vulkan backend was not shutting down the AsyncShaderCompiler and
some other instances, causing asserts to hit, followed by a hard crash.
2017-10-08 12:34:06 +02:00
Stenzek 24ddea04ce VideoBackends: Move SamplerState to common 2017-09-11 20:01:54 +10:00
Stenzek 340aabbb06 VideoCommon: Add helpers for generating common render states 2017-09-11 20:01:52 +10:00
Stenzek b7a099814a Vulkan: Clear contents of EFB convert framebuffer at create time
Fixes a validation layer warning when converting pixel formats.
2017-09-11 20:01:50 +10:00
Stenzek e584090822 Vulkan: Fix interface mismatch in RGB->YUYV shader 2017-09-11 20:01:48 +10:00
Stenzek 836b9b9acb Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek 2869c570f1 Renderer: Move depth state to VideoCommon and seperate from bpmem 2017-09-11 19:40:26 +10:00
Lioncash 696e1b40b5 Common: Move version strings to their own header
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label

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

This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
2017-09-09 19:28:10 -04:00
Stenzek 134daf3b00 Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
2017-09-07 17:05:43 +10:00
Jules Blok e103a58d87 Merge pull request #6012 from stenzek/drop-nv-glsl
Vulkan: Drop VK_NV_glsl extension support
2017-09-06 13:19:47 +02:00
Stenzek 1073053df9 Merge pull request #6026 from stenzek/d3d-ubershader-logicop
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-06 18:33:47 +10:00
spxtr a5be5a3a76 Vulkan: Use a separate queue for presenting.
Before this change, we simply fail if the device does not expose one
queue family that supports both graphics and present. Currently this is
fine, since devices tend to lay out their queues in this way. NV, for
instance, tends to have one queue family for all graphics operations and
one more for transfer only. However, it's not a hard requirement, and it
is cheap to use a separate queue, so we might as well.
2017-09-05 12:00:09 -07:00
Stenzek 84f8ebd95f VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Stenzek 254160691a Revert "Vulkan: Use VK_NV_glsl extension where available, and skip glslang"
This reverts commit d23fd17e1a.

Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
2017-09-03 15:31:19 +10:00
Stenzek 3dd675e613 Renderer: Change SetBlendState to accept a BlendingState
This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek 005d0b39f7 Merge pull request #6009 from lioncash/async
AsyncShaderCompiler: Make WorkItem-derived class constructors explicit
2017-09-03 14:11:41 +10:00
Lioncash 2d45204f12 VideoBackends: Add the explicit keyword to WorkItem-derived class constructors
Prevents implicit conversions
2017-09-02 17:35:20 -04:00
Jonathan Hamilton 62e8d25cd1 Add Bug to Disable "LoadOp" clear renderpass in vulkan
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.

This fixes the windwaker intro "smearing"
2017-08-28 18:01:35 -07:00
Jonathan Hamilton 5b41c5ae0d Fix vulkan crash on drivers without atomic load/store support
This would not allocate a SSBO buffer, but still try to update the
descriptor said with a NULL buffer. Which naturally crashed.
2017-08-23 14:49:22 -07:00
Anthony 6a272f22de Merge pull request #5478 from stenzek/vulkan-nvidia
Vulkan: Don't use vkCmdClearAttachments on NVIDIA with MSAA
2017-08-14 13:12:41 -07:00
JosJuice f090a94319 Remove non-integer IRs 2017-08-08 12:09:50 +02:00
N.E.C c3a57bbad5 Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Stenzek 7f88711186 Vulkan: Add a driver bug for NV when MSAA is enabled
This causes the card to lock up when vkCmdClearAttachments is called,
when multisampling is enabled. Seems to be restricted to Maxwell and
newer?
2017-08-03 17:40:15 +10:00
Stenzek fee08cf63d Vulkan: Use optimal tiling for dummy texture
Fixes a crash on some NVIDIA drivers. Apparently calling
vkCmdClearColorImage on an image with linear tiling causes the
GPU/driver to lock up.
2017-08-02 21:33:10 +10:00
Stenzek fe65b26d53 Merge pull request #5834 from stenzek/bc7
Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
Stenzek 63305e9173 HiresTextures: Support loading BC7 (BPTC) from DDS files 2017-08-01 11:59:38 +10:00
Stenzek d62dcd397d VideoConfig: Drop force vertex/pixel ubershader settings
This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Stenzek e968c191ff Ubershaders: Support per-pixel lighting 2017-07-30 17:43:59 +10:00
Stenzek c8f31656cb VideoBackends: Support a different number of threads for precompiling
At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek 25338c53e0 NativeVertexFormat: Drop unused virtual method SetupVertexPointers 2017-07-30 17:43:59 +10:00
Stenzek 33f6668544 Vulkan: Multithreaded creation of UID pipeline caches
Should give a decent speedup to boot time.
2017-07-30 17:43:59 +10:00
Stenzek 81b4ed2a81 Vulkan: Uber shader support 2017-07-30 17:43:59 +10:00
Stenzek 7d78cf0f6f ShaderGen: Implement pixel ubershaders 2017-07-30 17:43:59 +10:00
Stenzek 357c55442f Vulkan: Clear decoding texture before usage
Fixes a validation layer warning.
2017-07-30 12:38:50 +10:00
Stenzek aff44684a4 Vulkan: Move shader/pipeline-related methods to ShaderCache 2017-07-30 12:38:49 +10:00
Stenzek d23fd17e1a Vulkan: Use VK_NV_glsl extension where available, and skip glslang
Seems to produce faster ubershaders, at least.
2017-07-30 12:38:49 +10:00
Stenzek 3ea9d86faa ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek d01b0bf60f VideoCommon: Move shader cache filename generation to common 2017-07-20 17:46:59 +10:00
Stenzek 7c5bbafdd1 Vulkan: Don't save/load pipeline UID cache when shader cache is disabled 2017-07-20 17:46:59 +10:00
Stenzek b380f292b4 Vulkan: Reload pipeline cache when relevant host config changes 2017-07-20 17:46:59 +10:00
Stenzek a8343cc19a Vulkan: Don't save pipeline cache if shader cache is disabled
We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it.
2017-07-20 17:46:59 +10:00
Stenzek d9a3b29a07 Vulkan: Emit input/output locations for EFB poke geometry shader 2017-07-20 17:46:59 +10:00
Jules Blok 1f2d43c870 Vulkan: Implement Quad-Buffered stereoscopy support. 2017-07-05 22:43:39 +02:00
Lioncash 07cddf6f7f AbstractTexture: Add missing includes (and remove unnecessary ones) 2017-06-18 23:29:22 -04:00
shuffle2 e63c337830 Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
2017-06-18 12:57:05 -07:00
Leo Lam 8f460a1cda Merge pull request #5611 from JosJuice/reorganize-file-namespace
Reorganize File namespace
2017-06-15 23:28:36 +02:00
JosJuice cf94ce6305 Add a namespace to OpenFStream
For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
iwubcode e4896d39bd Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat 2017-06-13 00:41:56 -05:00
iwubcode 2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
Stenzek 8a56ef42dc Vulkan: Fix image layout assertion failing for palette textures 2017-06-13 14:47:09 +10:00
shuffle2 2b86cf02a8 Merge pull request #5589 from stenzek/vulkan-validation-fixes
Vulkan: Don't transition image layouts inside render passes
2017-06-11 16:59:02 -07:00
MerryMage a0b41c83e7 VideoConfig: Remove bRunning
Value was set but not used.
2017-06-11 15:06:12 +01:00
Stenzek ca55ba6c1d Vulkan: Transition texture cache entries before usage 2017-06-10 23:52:39 +10:00
Stenzek 8bb6abacf8 Vulkan: Transition EFB/XFB buffers before beginning swap render pass
Image layouts shouldn't be changed within a render pass.
2017-06-10 23:52:32 +10:00
Shawn Hoffman 5480efdff2 video: change multisample/AA setting to u32 2017-06-07 20:20:25 -07:00
Shawn Hoffman 7431dd3dce msbuild: make Externals inclusion methods uniform 2017-06-03 18:20:41 -07:00
Shawn Hoffman a3caa14ade remove duplicate code in msbuild files 2017-06-03 18:20:40 -07:00
BhaaL 072c161445 upgrade to Windows SDK 10.0.15063.0
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Pierre Bourdon d592bdd4d4 Migrate to Visual Studio 2017.
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
Stenzek cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek c53a60f3c3 Vulkan: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
Stenzek bc8a96d713 HiresTextures: Support parsing DDS files directly
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek 27ae5b8d34 VideoConfigDiag: Move post-processing shader list to post processor
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Stenzek 417a4ca206 Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
Stenzek d1dc9d5a0c Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
Stenzek ddc5275071 VideoCommon: Drop SetDitherMode()
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek 9dc7358395 Vulkan: Use BlendingState from VideoCommon
Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
Stenzek 3fd1e6c2f6 Vulkan: Ensure all frames are written before resizing framedump buffer
Prevents destroying a framebuffer that may still be in use by a previous
frame dump.
2017-04-15 20:00:40 +10:00
Stenzek 48da42b49f Vulkan: Ensure framedump texture is incorrect layout for render/readback 2017-04-15 19:57:25 +10:00
Stenzek 69b0a31938 Vulkan: Clamp framebuffer resolve rectangle to texture size
This is invalid and was causing the NVIDIA driver to throw an error.
2017-04-15 19:55:32 +10:00
Stenzek eef7b6cf7a Vulkan: Fix invalid resolve at swap time when MSAA is enabled 2017-04-15 18:35:58 +10:00
Stenzek c8b98dca1a Vulkan: Raise the number of texel buffer/storage image descriptors
Running with GPU texture decoding enabled could cause us to run out of
descriptors within a single frame.
2017-04-14 18:29:53 +10:00
Stenzek f4bdfe3e0c Vulkan: Fix incorrect render pass area for out-of-range clears
This occured when a game set an out-of-range EFB clear region.
2017-04-14 18:29:48 +10:00
Stenzek 5e7bd03d0b Vulkan: Linear filter >1xIR EFB copies, matching the other backends 2017-04-12 00:11:22 +10:00
Stenzek e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Markus Wick 4e90c5da8b Merge pull request #5234 from lioncash/tuple
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
Lioncash c7ab6861c2 RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters 2017-04-09 15:11:59 -04:00
Stenzek 2492f196a7 TextureCache: Fix incomplete GPU texture decoding of non-square mips 2017-04-07 23:03:14 +10:00
Stenzek 739aced97c Vulkan: Implement compute-shader based GPU texture decoding 2017-04-01 12:32:57 +10:00
Stenzek 5fbc63fbcf Vulkan: Compute shader support 2017-04-01 12:32:57 +10:00
Stenzek 82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek b987f220e1 VideoBackends: Add support flag for compute shaders 2017-04-01 12:31:41 +10:00
Michael Maltese de940a5fd6 VideoConfig: add bSupportsFragmentStoresAndAtomics 2017-03-15 17:20:47 -07:00
Jules Blok 0a2b58c896 OGL: Remove support for NV_depth_buffer_float.
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Stenzek 27d7a1646c Merge pull request #5065 from JosJuice/character
Fix issue 10146 (compilation issue because of colliding defines)
2017-03-11 18:26:26 +10:00
JosJuice 40e707348c Fix issue 10146 (compilation issue because of colliding defines) 2017-03-11 08:59:14 +01:00
Markus Wick e99cd57eb3 Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Markus Wick ef74c5eabd Merge pull request #5051 from stenzek/renderer-fixes
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00