Commit Graph

905 Commits

Author SHA1 Message Date
skidau d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Yuriy O'Donnell 764aee6995 D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
degasus 1a5d791964 OGL: fix efb pokes 2014-12-12 16:11:17 +01:00
Rohit Nirmal b030d29067 Silence some -Wswitch-default warnings. 2014-12-11 22:23:05 -06:00
Dolphin Bot 971a95aece Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Unknown W. Brackets 029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Unknown W. Brackets de2abbed17 OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets 290fd545e6 OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets 0861cb8744 OGL: Properly reset the attributeless VAO. 2014-12-10 20:11:48 -08:00
degasus 02cdb41d3d VideoCommon: Rename s_pCurBufferPointer 2014-12-09 18:56:27 +01:00
degasus 50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
Markus Wick ff4526b4a9 Merge pull request #1657 from Tinob/master
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Rodolfo Bogado cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
Yuriy O'Donnell e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell 4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
Yuriy O'Donnell 80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
Yuriy O'Donnell 0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell 6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Ryan Houdek ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Rodolfo Bogado c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
Rodolfo Bogado 817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
Rodolfo Bogado c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
Rodolfo Bogado 93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
skidau 7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Lioncash 88cd27bbca Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Jules Blok 40920b3823 OGL: Don't use texture arrays for MSAA.
This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
degasus 94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
Yuriy O'Donnell 36b886cb80 D3D: Viewport min and max depth is now clamped to [0..1] range 2014-11-29 11:42:53 +01:00
Yuriy O'Donnell 1fe3d07cbd D3D: Removed somewhat mysterious comment
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek 38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek 2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash 4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok 145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
Jules Blok 106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
Jules Blok 21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
Jules Blok 0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
Jules Blok 6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok 081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok 2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
Jules Blok c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
Jules Blok aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
Jules Blok f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok 0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00
Jules Blok 9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00
Jules Blok 35342664e3 OGL: Disable stereoscopy if the GPU does not support geometry shaders. 2014-11-23 14:27:38 +01:00
Jules Blok f370cb386c ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled. 2014-11-23 14:27:38 +01:00
Jules Blok 4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok 284be96cd5 OGL: Recreate the framebuffers when the stereo setting changes. 2014-11-23 14:26:56 +01:00
Jules Blok d583720a59 GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. 2014-11-23 14:26:56 +01:00
Jules Blok 0a72cf94cb TextureCache: Ignore the geometry shader if stereoscopy is disabled. 2014-11-23 14:24:09 +01:00
Jules Blok fa32f751d3 ShaderGen: Handle ShaderCode objects directly.
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok 4fe9ceeee2 TextureCache: Set proper vertex limit in geometry shader.
Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok 5944d15021 TextureCache: Check the number of layers before reusing a texture. 2014-11-23 14:23:42 +01:00
Jules Blok 80616c6e9e TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok c64486075d PostProcessing: Add layered stereoscopy support. 2014-11-23 14:23:41 +01:00
Jules Blok b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
degasus 36fe8ccf46 OGL: also show driver warnings on release builds 2014-11-22 15:07:52 +01:00
Ryan Houdek 2fdeefb65b Adds support for OpenGL ES draw_elements_base_vertex.
This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.

This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
Fiora 3ddf82a318 Vertex Loader: SSE implementations of more position/texcoord/normal formats
~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex fb50cb6d99 Merge pull request #1550 from degasus/bbox
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek a3f9f21e08 Merge pull request #1571 from degasus/master
OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau 32f2cd8c7f Merge pull request #1566 from Sonicadvance1/fix_gl21
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus ff942d44b5 OGL: fix buffer destruction
This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash b94dbca160 Host: Kill off GetRenderWindowSize 2014-11-17 13:44:49 -05:00
Ryan Houdek 3bfa15d2e1 Fixes GLExtensions for GL 2.1 or GLES 2 devices.
This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
comex 890b788633 Merge pull request #1467 from waddlesplash/dolphin-qt
DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier 29593d403b Move GLInterface to the OGL VideoBackend's directory. 2014-11-02 12:16:33 -05:00
Ryan Houdek 13d58b3f16 Merge pull request #1460 from phire/moreGetPointer
Remove GetPointers in VideoSoftware.
2014-11-02 09:57:16 -06:00
skidau 59c673aec6 Merge pull request #1161 from rohit-n/ogl-vector
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash 9ab924513e VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Scott Mansell b929f764f2 Remove GetPointers in VideoSoftware.
This same code was previously fixed in VideoCommon, just
updating this to match.

We are down to 121 GetPointers.
2014-11-01 16:29:19 +13:00
Ryan Houdek 3e82cb4628 Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek 181ff6750e Implements PP shader system using attribute workaround.
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal 2a878d7726 OGL: Use unique_ptr instead of pointer when taking screenshot. 2014-10-29 20:59:34 -05:00
skidau e0393be347 Merge pull request #1418 from degasus/master
OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek daabcfd6fc Removes Qualcomm's rotated framebuffer bug from DriverDetails.
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
Ryan Houdek 52e6a940cf Merge pull request #1414 from kayru/d3d_optimization
D3D: Couple of small optimizations
2014-10-29 13:26:50 -06:00
comex 073cce959a Create userdir/Dump/Frames as needed.
This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus ce9ef2c438 OGL: fix interpolation of PP shaders 2014-10-27 21:15:32 +01:00
Yuriy O'Donnell 88d11ec5b2 D3D: RestoreState no longer resets PS resources 2014-10-27 00:02:30 +01:00
Yuriy O'Donnell 0c5a572f8d D3D: Use two buffers for VertexManager 2014-10-26 23:38:15 +01:00
Yuriy O'Donnell c35847b795 D3D: Using start index and base vertex instead of buffer offsets 2014-10-26 23:38:14 +01:00
Yuriy O'Donnell 48ba55203b D3D: Vertex and index data in one buffer 2014-10-26 23:38:14 +01:00
Lioncash 49b94e5285 OGL: Get rid of error macros 2014-10-26 04:54:58 -04:00
skidau 7c58eb344d Merge pull request #1378 from lioncash/gl
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau bc26cb1b19 Merge pull request #1322 from degasus/ogl-pp
OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash b1bdce7d77 TextureCache: Get rid of explicit deletes in SaveTexture 2014-10-24 08:47:06 -04:00
Lioncash 3509a6d03e GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError. 2014-10-23 13:04:19 -04:00
Ryan Houdek a2c8783417 Enables EarlyZ support in OpenGL ES 3.1. 2014-10-23 07:34:07 -05:00
comex 00c6ec97a6 Merge pull request #1347 from comex/header-hygiene
Add missing includes where headers depend on other headers having been included first.
2014-10-22 23:23:58 -04:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
skidau 5d4b4c793a Merge pull request #1340 from Sonicadvance1/EGL-fixes
Remove hard dependencies of GLX and libGL from Dolphin.
2014-10-22 13:15:46 +11:00
comex 6e774f1b64 Add missing includes where headers depend on other headers having been included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Yuriy O'Donnell 72ba13ca8a D3D: Enabled depth clipping 2014-10-21 06:26:20 +02:00
skidau 81efd0e87f Merge pull request #1315 from RisingFog/movie-menu-input-display
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek e236d28585 Remove a hard dependency from libGL from the software renderer.
I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
2014-10-19 07:48:14 -05:00
Yuriy O'Donnell 97423d5ed8 D3D: Fixed anisotropic filtering.
This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog 467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
Yuriy O'Donnell b78396847f D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial 2014-10-17 22:24:57 +02:00
Yuriy O'Donnell 9bdfd4a833 D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled 2014-10-16 18:27:43 +02:00
Yuriy O'Donnell bea68c95a4 D3D: Fixed uninitialized members of gx_state 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell 21655dc61a D3D: moved render state cache implementation to D3DState.h/cpp 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell e7f8032d7d D3D: State cache now uses BitField to define packed render states 2014-10-15 20:22:40 +02:00
Yuriy O'Donnell 2e4667caaa D3D: Moved render state cache into separate source files.
Refactored  StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by  StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell f434bd7d3f D3D: Implemented cache for dynamic render states 2014-10-15 20:22:39 +02:00
skidau 8912315596 Merge pull request #1290 from lioncash/xfb
Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
skidau 8ef21bc5e2 Merge pull request #1272 from RisingFog/sconfig-dump-frames
Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
slx7R4GDZM 5a3f19aeaf Fix XFB scaling in D3D 2014-10-14 22:25:31 -04:00
comex 5b8722b6f2 Don't pass u64 (which may be long long) to %lu.
A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex a27f5fe301 Remove another auto .. -> declaration. 2014-10-14 01:10:35 -04:00
skidau 9551650c42 Merge pull request #1095 from crudelios/sw-bbox
Reimplement Bounding Box calculation using the software renderer.
2014-10-13 15:57:11 +11:00
Lioncash 01f1768c55 Merge pull request #1273 from lioncash/iamanidiot
Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:46:42 -04:00
Lioncash b315040c6b Software: Remove obsoleted VideoConfigDialog. 2014-10-13 00:30:08 -04:00
Fog 8d424b114a Move bDumpFrames to SConfig (and it's references) 2014-10-12 23:56:16 -04:00
Fog cd0c784d5a Changed Dump Frames References 2014-10-12 19:51:13 -04:00
crudelios 9786f54414 Fixed a small bug. 2014-10-10 12:28:17 +01:00
crudelios 987bd8bb8f Several small optimizations. 2014-10-10 12:28:16 +01:00
crudelios 176ea06e82 Get buildbot to compile. 2014-10-10 12:28:15 +01:00
crudelios 47c67f014f Fix linux build and various warnings.
Increase savestate version.
2014-10-10 12:28:13 +01:00
crudelios 2d4b7e3f3f Reimplement Bounding Box calculation using the software renderer. 2014-10-10 12:27:06 +01:00
skidau 215685a6fe Merge pull request #1214 from rohit-n/format-warning
OGL: Silence string format warnings.
2014-10-06 16:12:40 +11:00
skidau 871d308b88 Merge pull request #1206 from comex/amperspocalypse
Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
Rohit Nirmal 12c6f97d80 OGL: Silence string format warnings. 2014-10-03 12:07:10 -04:00
comex 7f6284c2fc Change a bunch of reference function arguments to pointers.
Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk f6c6f03cce Add on screen frame counter. 2014-09-30 18:49:44 -04:00
Tony Wasserka 13fc8e7df1 Merge pull request #578 from RachelBryk/IR
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex 2eebdff01b Remove useless STACKALIGN macro.
It only ever did anything on 32-bit OS X.

Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
comex b8e31c1d3e Add OpenGL 4.0-4.5 core extensions.
This noticeably includes GL_ARB_get_program_binary, which was previously
thought unsupported on OS X.  Well, actually, the OS X implementation is
trivial and reports 0 binary formats (as of 10.10; this is hardcoded in
GLEngine, by the way), but at least it'll work if it's fixed someday.
2014-09-29 00:36:45 -04:00
comex 0ae9e398c8 Rejigger some FIFO buffer variables to be more rational.
videoBuffer -> s_video_buffer
size -> s_video_buffer_write_ptr
g_pVideoData -> g_video_buffer_read_ptr (impl moved to Fifo.cpp)

This eradicates the wonderful use of 'size' as a global name, and makes
it clear that s_video_buffer_write_ptr and g_video_buffer_read_ptr are
the two ends of the FIFO buffer s_video_buffer.

Oh, and remove a useless namespace {}.
2014-09-28 21:25:12 -04:00
comex f0131c2e09 Mechanical changes to move most CP state to a struct rather than separate globals.
The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
Rachel Bryk 4fe1119e52 Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini. 2014-09-25 19:50:25 -04:00
skidau fb18d5376f Merge pull request #1142 from lioncash/linucks
Fix some warnings on Linux
2014-09-23 13:43:18 +10:00
Lioncash 836ff6d506 Fix some warnings on Linux 2014-09-21 20:13:22 -04:00
Lioncash 23b82bbacd OGL: Get rid of explicit deletes in RasterFont 2014-09-21 20:06:13 -04:00
Tony Wasserka 1d23c2ca8b GPU: Only load the relevant color components upon writes to the tev color registers.
The other two components need not be valid upon write, hence loading them results in glitches.

Fixes issue 6783.
2014-09-21 10:38:22 +02:00
Ryan Houdek eb23882398 Merge pull request #1120 from rohit-n/muh-precompiled-headers
Fix build failing when disabling precompiled headers.
2014-09-19 17:43:42 -05:00
Rohit Nirmal 46057db37d Fix build failing when disabling precompiled headers. 2014-09-19 18:17:51 -04:00
Ryan Houdek c5f9301e6e Add a comment to the software renderer that stride should be implemented 2014-09-19 12:33:15 -05:00
magumagu 32e5043b29 WIP XFB scaling.
Still an ugly mess.
2014-09-19 12:33:15 -05:00
Rohit Nirmal c0f7cab3f5 Remove extra semicolons at the ends of some lines. 2014-09-10 12:17:38 -04:00
Ryan Houdek 71cb09f1ca Merge pull request #1027 from rohit-n/change-include
Include CommonTypes.h instead of Common.h.
2014-09-10 00:35:16 -05:00
skidau d1439bc1db Merge pull request #1041 from RachelBryk/kill-g_CoreStartupParameter
Kill Core::g_CoreStartupParameter.
2014-09-10 11:00:42 +10:00
Rachel Bryk f93aa7087c Kill Core::g_CoreStartupParameter. 2014-09-09 00:24:49 -04:00
Fiora 94c20db369 Rename Log2 and add IsPow2 to MathUtils for future use
Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Rohit Nirmal fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
shuffle2 0576046fdd Merge pull request #972 from Sonicadvance1/fix-intel-windows
Work around Intel's failings with buffer_storage
2014-09-05 11:06:49 -07:00
Fiora 07e0c917c6 Revert "JIT64: optimize CA calculations" 2014-09-05 10:26:30 -07:00
comex 97420c6ec6 Merge pull request #852 from FioraAeterna/optimizeca
JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
comex e7f03dd066 Merge pull request #948 from comex/vao-fix
Don't switch to a vertex array object of 0.
2014-09-05 11:46:28 -04:00
Jasper St. Pierre ea1245d191 TextureDecoder: Pass the TLUT address straight into the texture decoder
This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre fcd4ecc942 TextureDecoder: Add an enum for the TLUT formats
Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Sonicadvance1 e32b2e1771 Work around Intel's failings with with buffer_storage 2014-09-04 19:03:49 -05:00
Lioncash cf390ba537 OGL: Make rasters 2D array static in RasterFont 2014-09-03 22:59:13 -04:00
Lioncash 89557f6c2f OGL: Fix constant casing in RasterFont 2014-09-03 22:59:05 -04:00
comex b48e059173 Don't switch to a vertex array object of 0.
This causes glDrawArrays to fail in core profile, and thus on OS X, see:

http://renderingpipeline.com/2012/03/attribute-less-rendering/

There must be something bound, even though it is not used.

Fixes #7599.  I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
2014-09-03 00:10:45 -04:00
Shawn Hoffman 266992684d msvc: remove some remnants of SDL and DSound from projects and general cleanup. 2014-09-01 21:27:44 -07:00
Fiora b51aa4fa89 Rename Log2 and add IsPow2 to MathUtils for future use
Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
Pierre Bourdon 494a60e41b VertexLoader: Change VtxDesc to use u64 instead of u32
This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
2014-09-01 11:18:02 +02:00
Lioncash 844d45b26e D3D: Clean up brace placements 2014-08-30 18:06:47 -04:00
Lioncash 1d706b2311 Get rid of C-style empty function parameter indicators 2014-08-30 15:23:48 -04:00
Ryan Houdek c908a1e212 Merge pull request #882 from Sonicadvance1/fix-pp-blackness
Fix PostProcessing shader garbage on screen.
2014-08-28 10:29:03 -05:00
Ryan Houdek ca68526ec7 Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
comex e31d6feaa2 Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them).  I am fairly certain this was entirely
vestigial.

Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.

Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
comex e0f35e0e59 Remove unused declarations. 2014-08-23 15:26:59 -04:00
Lioncash f17dcd2019 Merge pull request #764 from magcius/new-nogui-2
Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman 5471c71819 msvc: resolve all warnings in VideoBackends/OGL. 2014-08-19 22:33:47 -07:00
Shawn Hoffman fd16065979 msvc: resolve all warnings in VideoBackends/Software. 2014-08-19 22:33:47 -07:00
Jasper St. Pierre 63f1a16969 Core: Remove UpdateFPSDisplay
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre 7ca8d8dfc7 Core: Don't pass through a reference to the window handle
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
Ryan Houdek 32fb61816b Fixes PP-shaders on !Mesa targets.
Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)

Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Pierre Bourdon 9e2fbaf405 Merge pull request #823 from KScorp/depthmatrixshaders
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise.
2014-08-17 22:08:42 +02:00
Lioncash 15a3b30e27 Merge pull request #790 from lioncash/ogl-cleanup
Small OGL cleanup
2014-08-17 15:17:04 -04:00
KScorp 97dce14368 Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games. 2014-08-17 04:43:11 -05:00
Lioncash f0743e2571 OGL: Removed some unnecessary preprocessor directives from Render.cpp.
scrshotThread was also unused so that is removed as well.

Also added the algorithm header, since we use min and max here.
2014-08-16 23:57:06 -04:00
shuffle2 2270c3e90a Merge pull request #797 from shuffle2/msvc-pch
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Lioncash f11e587fa4 OGL: Get rid of an unnecessary WIN32 ifdef in main.cpp 2014-08-15 16:16:53 -04:00
Lioncash 7e3d1050f0 OGL: Add static to a function in NativeVertexFormat 2014-08-15 14:16:04 -04:00
Lioncash 32953fd968 OGL: Clean up parameters for some functions. 2014-08-15 14:15:23 -04:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Shawn Hoffman f1b82a34b2 Windows: Use a shared precompiled header for dolphin code under Source/ 2014-08-14 23:51:13 -07:00
Ryan Houdek cced3b4a18 Change OpenGL's post processing to use the new VideoCommon PP object.
Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13 01:05:15 -05:00
Ryan Houdek 6bdc32c54a Add the VideoCommon PostProcessing class.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Lioncash bcd10bfda6 Software: Fix function casing in SWRenderer 2014-08-10 22:28:18 -04:00
Lioncash f9f46f33d6 Software: Fix some if-statement body placements 2014-08-10 22:28:17 -04:00
Lioncash 34eb0c6e1c Software: Fix over-indentation of SetupQuad() 2014-08-10 22:28:16 -04:00
Lioncash 4129cdeb4d Software: Apply static to some functions 2014-08-10 22:28:15 -04:00
Lioncash 568bdec598 Software: Fix function casing in TextureEncoder 2014-08-10 22:28:14 -04:00
Lioncash 2918f46d8b Software: Fix the formatting and function casing in Vec3.h 2014-08-10 22:28:04 -04:00
Lioncash 6625d9cba5 Software: Fix various brace styling errors 2014-08-10 21:18:38 -04:00
Lioncash b95d9b43de Software: Make an enum into a static constant in DebugUtil.cpp 2014-08-10 20:51:10 -04:00
Lioncash b050657322 Software: Make constants char_width and char_height private in RasterFont 2014-08-10 20:48:28 -04:00
Lioncash 6b49ddfec9 Software: Get rid of an unnecessary format string in SWmain.cpp 2014-08-10 04:38:12 -04:00
Lioncash 2b341bb267 D3D: Remove an unnecessary call to Host_GetRenderWindowSize() 2014-08-08 19:21:41 -04:00
Lioncash a66a7e1344 Isolate D3D and Software Renderer from wxWidgets code 2014-08-03 20:28:50 -04:00
Pierre Bourdon 226a9c2392 Move GLInterface around to remove VideoBackends dependency on DolphinWX 2014-08-02 09:34:39 -07:00
Ryan Houdek 7e83a0ea9b Merge pull request #700 from jimbo1qaz/master
Fix D3D Real XFB texture sampling.
2014-08-01 22:57:44 -05:00
degasus 5205d7baa6 ogl: fix rasterfont 2014-07-31 19:03:18 +02:00
Pierre Bourdon 83838a645f Merge pull request #690 from Armada651/d3dfullscreen_fixes
Exclusive fullscreen fixes
2014-07-30 16:28:56 -07:00
Jules Blok 4501aeefbe CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.

Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
Matthew Parlane a3ca3b0424 Merge pull request #696 from lioncash/more-forward-decls
Convert some more header inclusions into forward declarations
2014-07-30 13:53:48 +12:00
Lioncash b03c12764d Really get rid of the MSVC 2005 workaround completely 2014-07-29 21:20:43 -04:00
jimbo1qaz fe9b7fa4f3 Fix D3D Real XFB texture sampling. 2014-07-29 18:15:01 -07:00
Lioncash 522a5c35ad Convert some more header inclusions into forward declarations 2014-07-29 20:55:07 -04:00
Lioncash 4fa71dd59e Remove fakepoll.h.
It was only used for Windows XP and lower.

This also bumps the _WIN32_WINNT define in the stdafx precompiled headers to set the minimum version as Windows Vista.
2014-07-26 22:53:40 -04:00
Jules Blok ed2c74a024 D3D: Set s_last_fullscreen_mode when constructing the renderer. 2014-07-26 13:47:11 +02:00
Pierre Bourdon 8e865f3848 Merge pull request #506 from Armada651/d3dfullscreen
D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00
Jules Blok 06b13f12d3 D3D: Make the global swapchain static again. 2014-07-26 13:04:46 +02:00
Jules Blok 6724ce6275 Cosmetic changes based on feedback on PR #506. 2014-07-26 13:04:39 +02:00
Jules Blok bd9953d97e Remove the 3D Vision hack.
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.

However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
Pierre Bourdon 906b05cb1c Merge pull request #672 from delroth/vertex-loader
Vertex loader: reduce dependency on global state
2014-07-26 02:03:03 +02:00
Pierre Bourdon 73f9a22e2e VertexLoader: Remove global state dependency on g_nativeVertexFmt 2014-07-26 01:35:09 +02:00
Lioncash 5767691f4e Get rid of a few C-style struct declarations 2014-07-23 20:36:45 -04:00
Jules Blok 4b3d579573 Renderer: Only notify the host when exiting fullscreen 2014-07-21 20:50:50 +02:00
Jules Blok 009b4dd376 Exit exclusive fullscreen when the stop confirmation is shown.
Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00
Jules Blok 36ea1890c8 Let the Renderer decide when to exit fullscreen.
This ensures the transition from/to exclusive mode happens while the RenderFrame is fullscreen.

This prevents fullscreen loops and relieves us of having to restore the window size after we exit fullscreen.
2014-07-21 17:11:13 +02:00
Jules Blok cd94ff1966 VideoConfig: Add "Borderless Fullscreen" option.
This option will disable exclusive fullscreen for users who prefer the old behaviour.
2014-07-20 22:02:57 +02:00
Jules Blok 3400871992 Renderer: Don't attempt to switch to exclusive fullscreen if "render to main" is enabled. 2014-07-19 21:14:49 +02:00
Jules Blok 9064bf147d D3D: Don't set the windowed mode size when we initialize in fullscreen. 2014-07-19 21:14:48 +02:00
Jules Blok d00e76b3ef Cosmetic changes based on feedback on PR #506. 2014-07-19 21:14:47 +02:00
Jules Blok 5837b35add Renderer: Restore exclusive mode after focus has been regained. 2014-07-19 21:14:47 +02:00
Jules Blok 5f04e9c526 D3D: Make the swapchain available outside of the namespace.
This commit reverts a part of pull request #579.
2014-07-19 21:14:46 +02:00
Jules Blok 643c9ff173 D3D: Initialize the renderer in exclusive fullscreen mode if it is enabled. 2014-07-19 21:14:46 +02:00
Jules Blok 961076a3d5 D3D: Return to windowed mode before destroying the swapchain. 2014-07-19 21:14:45 +02:00
Jules Blok 77bc879384 D3D: Add exclusive fullscreen support. 2014-07-19 21:14:44 +02:00
Jules Blok d72375fdfa D3D: Request desktop resolution before overriding the buffer size.
This fixes issues where the wrong refresh rate is selected for some monitors.
2014-07-19 21:14:44 +02:00
Jules Blok c323b386ae Prevent DXGI from making changes to the window.
Prevents DXGI from responding to Alt+Enter and messing up our fullscreen handling.
2014-07-19 21:14:43 +02:00
Ryan Houdek bc9ef95643 Support Sampler binding in the shader.
In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.

Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00
Dolphin Bot b9dc69105d Merge pull request #595 from Armada651/pref_log
FPSCounter: Flush the logs every second and close them when the renderer is shut down.
2014-07-18 12:59:04 +02:00
Pierre Bourdon 2fbdc03572 Merge pull request #642 from phire/vs-constants
VideoSoftware: Use the same max XFB size as VideoCommon.
2014-07-18 09:12:36 +02:00
Pierre Bourdon d44fc48295 SW: Call OnFrameEnd in the FifoPlayer XFB hack. Required to dump DFF frames. 2014-07-17 13:20:13 +02:00
Scott Mansell 2be83c13be VideoSoftware: Use the same max XFB size as VideoCommon.
And lets just use the same constant as videocommon, so if it ever
increases (again) VideoSoftware will be automatically updated.
2014-07-17 22:39:09 +12:00
Dolphin Bot 51dff5a74e Merge pull request #622 from phire/sw-fix-frame-dump
Fixed Frame dumping in VideoSoftware.
2014-07-17 02:04:03 +02:00
Scott Mansell 92eed47213 Fixed Frame dumping in VideoSoftware.
Old code dumped the efb, which was no-longer relevant since the
backend gained xfb support.
New code dumps the colour texture which is about to be rendered to
the screen so correctly reflects the bypassXFB option.
2014-07-17 11:43:59 +12:00
Jules Blok 3b978f7c27 Turn the FPSCounter namespace into a class. 2014-07-16 20:40:40 +02:00
Scott Mansell b8695a57da Fix incorrect clamping in SWRenderer.
A previous PR changed a whole lot of min/maxes to std::min/std::max
but made a mistake here and used a templated min which cast it's
arguments to unsigned instead of casting return value.

This resulted in glitchy artifacts in bright areas (See issue 7439)

I rewrote the code to use a proper clamping function so it's cleaner
to read.
2014-07-15 21:15:49 +12:00
Lioncash b66eb03b2f OGL: Correctly guard against array bounds of s_encodingPrograms
s_encodingPrograms is defined as an array with a length of 64
NUM_ENCODING_PROGRAMS is also defined as 64.

However 64 is out of bounds, so we want to be comparing for "equal to or
greater than here"
2014-07-14 00:48:14 -04:00
Tillmann Karras 0ccee6c87b Fix warnings unearthed by #579 2014-07-13 02:16:51 +02:00
degasus 7e79806efc remove unused globals
Also change globals into statics which are only used in one file
2014-07-11 16:10:20 +02:00
degasus 81ed17be53 avoid the extern keyword in .cpp files 2014-07-11 16:10:20 +02:00
degasus 6d3f249dcc mark all local variables as static 2014-07-11 16:10:20 +02:00
degasus 22e1aa5bb4 mark all local functions as static 2014-07-11 16:07:23 +02:00
Jules Blok 1754cbda9d Move FPSCounter calls to RenderBase. 2014-07-10 23:11:09 +02:00
Lioncash a523a6d1bf D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
2014-07-07 19:32:03 -04:00
Justin Chadwick 43dcbe0a73 Change the comments to be more detailed. 2014-07-04 08:00:49 -04:00
Justin Chadwick 30f93ab418 Place pinned memory as top priority 2014-07-03 20:35:13 -04:00
Lioncash 00efaedb02 FPS counter cleanup
- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
  logging.
2014-07-02 20:23:09 -04:00
degasus 7db5a4b22d Statistics: Reformat stats string 2014-06-27 09:36:50 +02:00
degasus f1ddd3c66a VideoCommon: remove unused stats 2014-06-27 09:35:26 +02:00
Lioncash ca5340ebde Centralize the logging code into its own folder in Common. 2014-06-25 22:11:42 -04:00
Lioncash 8b13afbb8e Remove the 32-bit config platform from the VS solution and projects 2014-06-24 22:07:26 -04:00
Pierre Bourdon 5dff577339 Merge pull request #500 from lioncash/ini
Use only section-based ini reading.
2014-06-22 17:21:45 +02:00
Tony Wasserka d60f91ef5a Merge pull request #501 from magumagu/sw-cp-structs
VideoSoftware: remove duplicated CommandProcessor structures.
2014-06-21 22:23:19 +02:00
magumagu 8bf3ffc76f VideoSoftware: remove duplicated CommandProcessor structures. 2014-06-21 11:54:43 -07:00
Tony Wasserka fbca397c92 Merge pull request #439 from degasus/lighting-fix
Lighting cleanup
2014-06-21 12:17:26 +02:00
Paul Olszewski c5ef249c4b Make the common "Failed to enumerate outputs" message much more useful.
Now it includes its most common cause, a simply-worded solution, and an exclamation point.
2014-06-20 15:51:54 -05:00
degasus 924ad1ee9f LightingShader: hard code const variable 2014-06-19 16:46:53 +02:00
degasus d93f2973f7 PixelShader: use the vertex const buffer for ppl 2014-06-19 16:33:33 +02:00
degasus 027baad73b VideoCommon: use the Light struct in XF memory 2014-06-19 16:33:29 +02:00
Tony Wasserka e642c8d0c1 Merge pull request #497 from Armada651/osd-scaling
D3D: Reset viewport before drawing the OSD.
2014-06-19 15:26:10 +02:00
Lioncash ce54c1e571 Kill off replaceable usages of s[n]printf. 2014-06-18 19:53:38 -04:00
Jules Blok 6c52ec93b7 D3D: Reset viewport before drawing the OSD. 2014-06-16 23:34:54 +02:00
Lioncash f05d3f6e5d Use only section-based ini reading. 2014-06-16 01:31:23 -04:00
Pierre Bourdon 020b4fde1e Merge pull request #492 from Armada651/master
Remove EmuWindow
2014-06-15 14:16:53 +02:00
Armada f2759ffe65 Remove EmuWindow.
All it did was raise complexity.
2014-06-15 00:49:49 +02:00
Tony Wasserka d7736ac714 Merge pull request #445 from magumagu/video-dead-code
Video backends: remove dead code.
2014-06-13 22:38:22 +02:00
Paul Olszewski 5d793881b0 Fix the capitalization of "GameCube" throughout the project. 2014-06-08 11:24:49 +09:00
Ryan Houdek d2e4c2fc50 Fix OpenGL ES version detection.
Mesa report GLES version as "3.0" not "3.00"
Spec mandates X.Y versioning scheme, doesn't say how long the decimal place must be.
2014-06-06 21:21:35 -05:00
degasus 9566dcf0da OGL: speed up the EFB cache
gcc doesn't optimize this loops with -O2, so using memset now.
A flag to skip the clear funktion was added as the cache is already cleared most of the time.
2014-06-05 14:53:09 +02:00
degasus d9eafd94a2 OGL-StreamBuffer: replace size_t with u32
Yes, this matters.
We align our buffer all the the time which needs a division. u64 divisions are just so slow.
2014-06-05 13:33:50 +02:00
degasus 606e46ba8d OGL-StreamBuffer: move alignment to caller
Only the caller know if alignment is needed at all, so it can be skipped now.
2014-06-05 13:32:13 +02:00
degasus 02a4e3d70f OGL-StreamBuffer: make the SLOT calculation much easier
The size of the buffer is now power of 2, so we can use a shift instead of a division.
This was at about 2% of the global CPU usage.
2014-06-05 13:32:13 +02:00
degasus d81d2e8915 OGL-StreamBuffer: allocate fences in StreamBuffer directly 2014-06-05 13:32:13 +02:00
degasus 0688cfdaef OGL-StreamBuffer: don't use coherent mapping
Coherent mapping seems to be much slower on fermi gpus.
2014-06-05 12:18:44 +02:00
magumagu 0aecd9504e Video backends: remove dead code. 2014-06-01 01:56:09 -07:00
Lioncash 49b0eef393 Remove the min/max functions in CommonFuncs.
The algorithm header has the same functions.
2014-05-29 21:44:41 -04:00
shuffle2 329fcad04f Merge pull request #421 from CarlKenner/MissingSpace
Fix error message when D3D11 HResults fail.
2014-05-29 14:06:18 -07:00
CarlKenner 361d53fdc7 Fix error message when D3D11 HResults fail.
Prevents showing the wrong function name by putting a space between the function name and "Failed".
Also fixes the capitalization.
2014-05-27 00:45:26 +09:30
Lioncash 1583ce9363 Use strings instead of arbitrary buffers for video statistics 2014-05-25 21:11:29 -04:00
shuffle2 b58753bd69 Merge pull request #370 from Sonicadvance1/remove_specialized_memcmp
Removes ZeroFrog's "optimized" memcpy and memcmp functions.
2014-05-22 13:02:11 -07:00
degasus c1b6fcc00b ogl: pixel format shader without resolving
v2: Don't use std::to_string as this function is broken on android.
2014-05-19 09:29:40 +02:00
degasus e150d307a6 ogl: use ARB_texture_multisample for msaa 2014-05-19 09:21:44 +02:00
degasus fab78c2dff ogl: add ARB_texture_multisample 2014-05-19 09:21:44 +02:00
degasus 775858b6bc ogl: drop NV_framebuffer_multisample_coverage 2014-05-19 09:21:44 +02:00
degasus afea848e3b ogl: drop csaa support 2014-05-19 09:21:44 +02:00
Tony Wasserka 6950f533ae Merge pull request #355 from magumagu/gx-missing-opcode
Opcode decoding: handle missing opcodes 0x88 etc.
2014-05-18 11:12:06 +02:00
Ryan Houdek a4bb0dafb4 Removes ZeroFrog's "optimized" memcpy and memcmp functions.
These were only compiled in on Windows and x86_32.
They provided "optimized" copies and compares based on blocksizes for the AMD Athlon and Duron CPU families.
The code was taken from something that AMD provides with a as-is license.
Just get rid of this crap.
2014-05-17 18:03:31 -05:00
Tony Wasserka fc34d5a130 Merge pull request #360 from magumagu/lighting-rounding
Video backends: fix rounding in lighting computation.
2014-05-17 21:06:31 +02:00
magumagu 9b82d72070 Video backends: warn on usage of GL_DRAW_QUADS_2.
It's not normally used, so if it shows up, it could indicate a CPU emulation
bug.
2014-05-17 11:55:32 -07:00
Tony Wasserka 0fac17da33 Merge pull request #269 from magumagu/swbackend-xfregisters
SW backend: use VideoCommon XFRegisters struct.
2014-05-17 10:40:57 +02:00
magumagu 1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu 8f5342c442 Video backend: merge global var xfmem into xfregs.
There isn't really any reason to keep them separate.
2014-05-16 18:55:31 -07:00
magumagu 818c89313e Video backends: unify xfregs/xfmem structures.
Removes the duplicate swxfregs global variable/struct from the software
backend in favor of the ones from VideoCommon.
2014-05-16 18:55:30 -07:00
magumagu 8b82cea704 Video backends: fix behavior of "konst" TEV inputs.
Also fixes TEVCOLORARG_HALF.

Values verified to match hardwarere.
2014-05-16 12:19:35 -07:00
Tony Wasserka b8817267f4 Merge pull request #366 from Jezze/vertex
OGL/VertexManager: Remove unused variable.
2014-05-16 16:18:14 +02:00
Tony Wasserka 25e8dc0aed Merge pull request #354 from magumagu/gx-primitive-mask
Opcode decoding: 0xC0 isn't a valid command.
2014-05-16 15:59:59 +02:00
Jens Nyberg f742c5a057 OGL/VertexManager: Remove unnused m_CurrentVertexFmt 2014-05-13 23:59:08 +02:00
magumagu 9e4eeb3b9b Video backends: fix rounding in lighting computation.
For whatever reason, the hardware doesn't do a full divide by 255, but
instead uses an approximation with shifting, similar to the way it is done
in TEV.
2014-05-11 12:53:02 -07:00
Shawn Hoffman 17577affba D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds.
For quite a while this has been causing integer division to generate a warning as error, blocking shader compiling. This means probably no one has even been running D3D in debug builds...
I tried disabling the warning with a #pragma, but it doesn't seem to apply when this flag is used.
2014-05-10 22:12:54 -07:00
magumagu 39d439fc48 Opcode decoding: handle missing opcodes 0x88 etc.
Hardware testing shows that they do the same thing as the 0x80 family of
opcodes: they draw quads.
2014-05-10 20:33:28 -07:00
magumagu 369c0c4ce2 Opcode decoding: 0xC0 isn't a valid command.
Fix our opcode decoders to handle this appropriately.
2014-05-08 15:49:19 -07:00
Tony Wasserka b4e1ac5f08 Merge pull request #185 from degasus/shader-cleanup
Shader cleanup
2014-05-06 11:37:11 +02:00
magumagu bca0b7b543 OpenGL: delete unused function parameter in TextureConverter.
(While I'm here, also mark some functions static.)
2014-05-05 10:56:36 -07:00
degasus 25b8edd2a6 ogl: fix signed vs unsigned comparison warning 2014-05-05 17:06:36 +02:00
Ryan Houdek 2d8cfb89d7 Changes posmtx vertex attribute to integer.
This makes it so we don't need to do some dumb casting from float to integer in our shaders.
Only tested in OpenGL, needs to be tested in D3D.
2014-04-30 19:11:06 -05:00
Ryan Houdek 99338daa8f Fixes glVertexAttribIPointer on GLES.
We need to pull in function pointers for OpenGL 3.0 in order to use glAttribIPointer.
This isn't too big of an issue, and this code will be gone in the future when we change over to libepoxy.
Just need to push code upstream to libepoxy to support Android with GLES and GL first.
2014-04-30 19:11:06 -05:00
Tony Wasserka a40ea4e26a Merge pull request #236 from magumagu/d3d11-fix-peekz
D3D11: Use appropriate shader for PEEK_Z.
2014-04-27 16:09:02 +02:00
Tony Wasserka fe65474cc4 Software renderer: Update a reference link. 2014-04-24 00:42:08 +02:00
Pierre Bourdon d8ca861fec Merge pull request #287 from Tilka/unused_variable
Fix "warning: unused variable 'skipFrames'"
2014-04-19 09:03:19 +02:00
Tillmann Karras d523d2002b Fix "warning: unused variable 'skipFrames'" 2014-04-19 04:59:37 +02:00
Ryan Houdek 92ec49ac9f Change to ARM's naming convention in DriverDetails.
This matches how ARM handles their naming in their drivers for different models.
Really it's that way because both Mali-T6xx and Mali-T7xx fall under Midgard.
While everything else (except Mali-55) fall under Utgard.
2014-04-18 21:06:32 -05:00
magumagu 648b9865d8 D3D11 backend: fix rounding in texture encoder.
We need to explicitly round when converting colors from float to uint
because multiplying a normalized float by 255 might not result in a whole
number.  (The exact result here may vary depending on your
drivers/hardware.)

Ideally, we shouldn't be using floating point here, but fixing that is a
much more complicated patch.

Fixes gxtest TEV tests using Intel HD 4000.
2014-04-15 23:36:05 -07:00
magumagu 685d612c8c Software backend: don't skip red component in TEV. 2014-04-15 14:05:12 -07:00
magumagu 5e1c6aba33 Software backend: make TEV rounding match hardware.
Formulas stolen from gxtest.  (Not sure how "==" got turned into "!=", but
I'm pretty confident the patched version is correct.)
2014-04-15 14:04:46 -07:00
Matthew Parlane 4e0b7260b6 Merge pull request #263 from Sonicadvance1/DetermineMaliVersion
Add Mali driver version check and support of checking for Mali-T7xx
2014-04-14 19:20:04 +12:00
magumagu 812ff4686b OpenGL backend: remove useless header Globals.h.
The header has no content, so it can can just be deleted.
2014-04-12 19:25:37 -07:00
degasus 96ffbe345d VideoSoftware: remove const memory usage of DebugUtil 2014-04-12 13:32:53 +02:00
magumagu f18a3cc650 OpenGL config: clear backend_info.Adapters on init
Fixes a minor UI glitch where if you switch from Direct3D to OpenGL, the
OpenGL config page would appear to have an adapter choice available.
2014-04-12 00:17:36 -07:00
Ryan Houdek a9fa49f34d Support checking for the Mali-T7xx line of GPUs.
They are similar enough that they will share bugs with their drivers, so make them fall under the same Mali-Txxx umbrella of bug issues.
If there is ever a need in the future for having separate bugs depending on family, we can support that then.
2014-04-11 23:46:44 -05:00
Ryan Houdek ed67cc3fb2 Add the ability to determine the Mali driver version.
This is the only way we can determine the video driver version with mali.
Really it's a good thing that they only push driver updates once every two years, makes it easy to determine what driver anybody is running.
2014-04-11 23:38:40 -05:00
magumagu fd9c1fa746 VideoBackend: remove unused config vars.
No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00
magumagu 76d7c1eb9c D3DBackend: Don't recompute ID3D11Layout.
CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
2014-04-11 13:13:01 -07:00
Tony Wasserka 306b9afd1e Merge pull request #224 from magumagu/swrender-deletepixelfork
Software backend: Delete forked PixelEngine.
2014-04-11 20:01:23 +02:00
magumagu d0f89b2b63 SWBackend: Fix code style. 2014-04-05 13:08:00 -07:00
Matthew Parlane 13119e6755 Merge pull request #240 from Sonicadvance1/GLSLES310_binding
Add initial support for GLSL ES 3.10.
2014-04-04 08:43:20 +13:00
Ryan Houdek 3251d78f89 Add initial support for GLSL ES 3.10.
GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use.
Changes our GLSL version enums to bit values so we can check for both ES versions easily.
2014-04-03 00:46:09 -05:00
Ryan Houdek ca9ee3586f Merge pull request #227 from magumagu/swbackend-fix-shaders
SW backend: make shaders work on Intel/Windows.
2014-04-02 14:51:14 -05:00
magumagu f9d2f7e88c D3D11: Use appropriate shader for PEEK_Z.
Trying to use GetDepthMatrixProgram outside of
TCacheEntry::FromRenderTarget is a bad idea, so don't.  Instead, use a
shader which only copies the input.

Fixes lens flare depth test in Twilight Princess. See
http://code.google.com/p/dolphin-emu/issues/detail?id=5999 .
2014-03-30 19:50:53 -07:00
Pierre Bourdon 9b03178673 Merge pull request #222 from comex/more-clang-fixes
More clang fixes
2014-03-30 13:24:08 +02:00