Commit Graph

1465 Commits

Author SHA1 Message Date
Markus Wick 9ce1cdde98 Merge pull request #4414 from linkmauve/single-newline
Remove double newlines at the end of *_LOG messages
2016-11-02 12:20:46 +01:00
Emmanuel Gil Peyrot c9e6b05ce9 Core: Remove double newlines at the end of *_LOG messages. 2016-11-02 02:09:33 +00:00
Jules Blok 086f839435 DriverDetails: Make the bug identifiers humanly readable. 2016-10-31 15:02:08 +01:00
Markus Wick b9e4370023 Merge pull request #4383 from Sintendo/minor-text-fixes
Fix minor comment typos
2016-10-31 12:51:42 +01:00
Markus Wick d5ca153c26 Merge pull request #4401 from JosJuice/rename-getuniqueid
DiscIO/SConfig: Rename GetUniqueID to GetGameID
2016-10-31 12:39:27 +01:00
Jules Blok ce9f717045 OGL: Fall back to the old dual-source blending behaviour. 2016-10-29 18:00:22 +02:00
JosJuice 1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Jules Blok afe707bc18 DriverDetails: Disable dual-source blending on AMD OGL drivers. 2016-10-27 22:03:25 +02:00
Sintendo f163bd1048 Fix various comment typos 2016-10-24 18:27:49 +02:00
Jules Blok 2536e37ec5 Merge pull request #4194 from Armada651/efb-source-format
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
degasus df5eff9ab7 VideoSW: Use VideoCommon frame dumping. 2016-10-11 22:32:06 +02:00
Markus Wick 7d5363ffa8 Merge pull request #4337 from degasus/framedump
AVIDump: Move CoreTiming into caller.
2016-10-11 22:25:28 +02:00
Rohit Nirmal dc1b35fa4b Fix building with PCH disabled. 2016-10-11 14:25:14 -05:00
Jules Blok ab5054c34e VideoBackends: Always enable dual-source blending if supported. 2016-10-10 17:32:51 +02:00
degasus 9f264c0872 AVIDump: Move CoreTiming into caller. 2016-10-10 12:03:18 +02:00
Markus Wick a583d36c7f Merge pull request #4326 from degasus/framedump
Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
shuffle2 c8cb1fa7d7 Merge pull request #4319 from leoetlino/sysconf
Don't read/store settings directly from/to SYSCONF (and fix config restore)
2016-10-09 02:34:52 -07:00
shuffle2 3ec91a4e33 Merge pull request #4330 from ligfx/no_vulkan_on_mac
Don't build Vulkan video backend on macOS
2016-10-08 20:58:18 -07:00
Markus Wick a86b2c15d8 Merge pull request #4322 from Helios747/I_hate_features
Remove Frameskip
2016-10-08 21:41:43 +02:00
degasus 64927a2f81 Renderer: Merge screenshot logic into VideoCommon. 2016-10-08 19:38:57 +02:00
anthony b427ead0cc Remove Frameskip 2016-10-08 11:49:51 -05:00
degasus db0509560e AVIDump: Hard code rgba. 2016-10-08 18:16:32 +02:00
degasus 0864ef4352 VideoCommon: Add custom stride for framedumping. 2016-10-08 15:44:54 +02:00
degasus 1ef5ba0c53 D3D: Skip redundant format convertions. 2016-10-08 15:40:49 +02:00
degasus b5a91e1dfa Framedumps: Add finish() function to limit memory lifetime. 2016-10-08 15:39:22 +02:00
degasus ebc617882b VideoCommon: Drop RepeatFrameDumpFrame helper.
This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
Markus Wick 6e8901de17 Merge pull request #4315 from stenzek/vulkan-aspect
Vulkan: Handle forced aspect ratio changes at runtime
2016-10-08 11:53:22 +02:00
Stenzek 176b00ded7 Vulkan: Handle forced aspect ratio changes at runtime 2016-10-08 18:59:46 +10:00
Léo Lam 39fd6dcd5b Fix missing includes
Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
degasus e82cf46436 Vulkan: Use VideoCommon framedump helpers. 2016-10-07 23:17:16 +02:00
degasus 6b08830a95 D3D12: Use VideoCommon framedump helpers. 2016-10-07 23:15:10 +02:00
degasus 64b648f6c8 D3D: Use VideoCommon framedumping helpers. 2016-10-07 23:10:36 +02:00
degasus a530708bb1 OGL: Use VideoCommon framedump helpers. 2016-10-07 23:09:10 +02:00
degasus 34d733d376 OGL/Render: Drop write-only variable. 2016-10-07 21:44:52 +02:00
Michael Maltese f301ebf780 Don't build Vulkan video backend on macOS
There's no official implementation of the Vulkan API,
and Dolphin currently isn't set-up to work with the
single, commercially-available third-party implementation.
2016-10-06 16:53:55 -07:00
Stenzek 010514bd39 Vulkan: Use correct source format to determine palette size
Fixes blur in fortune street fifologs.
2016-10-06 21:55:27 +10:00
Stenzek b39ac950eb Vulkan: Don't save borders to screenshots/frame dumps
This matches the behavior on GL, making for easier comparisons.
2016-10-05 22:28:51 +10:00
Stenzek 400ba3c7e5 Vulkan: Stop dumping frames on shutdown if left enabled 2016-10-05 22:28:51 +10:00
Stenzek c422fb7e82 Vulkan: Set alpha channel of swap chain buffers to 1.0.
Copying the alpha channel from the game causes issues with frame dumping,
since we're using a buffer directly from the GPU as a source for AVIDump.
2016-10-05 22:02:04 +10:00
Stenzek abb5a64919 Merge pull request #4295 from stenzek/vulkan-dbz-bloom
Vulkan: Fix bug with palette converted EFB copies
2016-10-05 20:24:36 +10:00
Markus Wick ef1bfc26b2 Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
Chris Burgener 43c48a6f48 Fix frame dumps on file close in certain situations 2016-10-04 09:26:23 -04:00
Stenzek db09c05eec Vulkan: Fix bug with palette converted EFB copies
This happened when the source texture was an EFB copy, therefore it had
not been populated prior to the draw command buffer being executed, and
the conversion was occurring in the init command list.
2016-10-04 22:30:37 +10:00
shuffle2 ea33405feb Merge pull request #4270 from stenzek/vulkan-defer-fix
Vulkan: Miscellaneous minor fixes
2016-10-04 01:47:59 -07:00
degasus 829fc8f0ad PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Shawn Hoffman 86112c7258 VideoCommon: Minor changes
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
Stenzek 28e5fa8d26 Vulkan: Handle both destination alpha and logic ops being enabled
Same way as GL with the dual-pass fallback. Not highly accurate, but does
fix the Kirby shadow bug.
2016-10-03 19:11:50 +10:00
Stenzek f595fe080f Vulkan: Fix bug with fractional LOD bias and min/max LOD 2016-10-03 19:11:48 +10:00
Stenzek 5e29508b8f Vulkan: Fix vsync behavior when throttler is temp disabled 2016-10-03 19:11:48 +10:00
Stenzek b193282830 Vulkan: Correct logic for handling target and window size changes
Should fix a possible reference to deleted framebuffers, as well as fixing
the issues with the render area being correct if the game's source area
changes, or auto-scaling is enabled.
2016-10-03 19:11:47 +10:00
Stenzek 7d14b9b48b Vulkan: Add missing call to TextureCache::OnConfigChanged
This was preventing certain settings from being updated when changed at
runtime.
2016-10-03 19:11:47 +10:00
Stenzek 4a8766cec4 Vulkan: Fix resource leaks present at shutdown and mode changes
Infrequent, but still happened.
2016-10-03 19:11:47 +10:00
Stenzek 1286c309e3 Vulkan: Fix compilation on 32-bit targets 2016-10-03 19:11:47 +10:00
shuffle2 17aef319e8 Merge pull request #4240 from lioncash/include
Software: Clean out unnecessary includes/fwd decls
2016-10-02 20:31:35 -07:00
Mat M ccfc081697 Merge pull request #4245 from aldelaro5/logs-levels-changes
Lots of Logs levels changes (also enable INFO level in every build)
2016-10-02 16:51:44 -04:00
aldelaro5 f0aa9b3751 Reorganise a ton of logs level
Most of this commits changes performance decreasing logs from info to debug and also cleans up innacurate levels.
2016-10-01 15:50:28 -04:00
Lioncash 9395b8efa9 Vulkan: Amend header includes
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
2016-09-30 23:26:03 -04:00
Stenzek a8194cff3c VideoNull: Set all fields in backend_info
A few of these were missing, which could cause the adapter list to remain
visible after switching to null, for example.
2016-10-01 02:40:03 +10:00
Stenzek 5f66cf5ed7 Vulkan: Only submit init/upload command buffer when it has commands
This way we're not submitting empty buffers when it's unnecessary.
2016-10-01 02:40:03 +10:00
Stenzek f6cdc38c8b Vulkan: Use render-pass based clears where possible 2016-10-01 02:40:02 +10:00
Stenzek c290398320 Vulkan: Ensure fast path is used for non-RGBA formats when clearing 2016-10-01 02:40:02 +10:00
Stenzek f4944f006d Vulkan: Support frame dumping/screenshots 2016-10-01 02:40:02 +10:00
Stenzek 77a128ab87 Implement experimental Vulkan backend 2016-10-01 02:40:01 +10:00
Stenzek 828aac7890 VideoBackends: Make TextureCache::CompileShaders return a bool 2016-10-01 01:09:12 +10:00
Stenzek 6a99cbd9fc VideoCommon: Call Renderer::SurfaceChanged on render parent resize
This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
2016-10-01 01:09:12 +10:00
Stenzek 5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
Stenzek 09638e714e VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan 2016-10-01 01:09:12 +10:00
Stenzek d9c034e8cc ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Stenzek 9f541e490d OGL: Handle case where both constant alpha and logic op is enabled 2016-09-30 23:18:14 +10:00
Markus Wick cb759528e0 Merge pull request #3893 from hthh/perf-query-bug
Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
Lioncash c9ef042b2d Software: Clean out unnecessary includes/fwd decls 2016-09-24 05:28:00 -04:00
Lioncash ab28ef5cff FramebufferManager: Add missing header guard 2016-09-23 13:55:51 -04:00
Lioncash 330944eef8 DebugUtils: const correctness 2016-09-22 21:05:17 -04:00
Lioncash 5ac161c132 TextureEncoder: const correctness 2016-09-22 21:01:56 -04:00
Lioncash eb574e7bac NativeVertexFormat: const correctness 2016-09-22 21:01:55 -04:00
Lioncash 5f1e444c28 Clipper: const correctness 2016-09-22 21:01:49 -04:00
Lioncash d79d5d49f4 Rasterizer: const correctness 2016-09-22 20:39:28 -04:00
Markus Wick 2d0e857cb3 Merge pull request #4225 from lioncash/soft
SWVertexLoader: Value initialize SetupUnit instance
2016-09-22 16:05:32 +02:00
Lioncash a8c8dd0c53 SWVertexLoader: Value initialize SetupUnit instance 2016-09-22 09:58:44 -04:00
Markus Wick 5890565575 Merge pull request #4233 from lioncash/efb
EfbInterface: Change out parameters on getters to return by value
2016-09-22 10:49:33 +02:00
Lioncash 33288c4569 EfbInterface: Change out parameters on getters to return by value 2016-09-21 20:56:44 -04:00
Lioncash fc41e982e9 SWOGLWindow: Utilize the move constructor in PrintText
The previous code would always do a copy
2016-09-21 13:11:34 -04:00
Lioncash 99baa3268f SWOGLWindow: const correctness for ShowImage 2016-09-21 12:54:22 -04:00
Lioncash 5b3c74a31a OGL: Remove unnecessary c_str calls 2016-09-09 06:30:34 -04:00
Scott Mansell f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
EmptyChaos 9d8f373016 VideoSoftware: Don't Init the PixelEngine twice
PixelEngine is initialized by InitializeShared()
2016-09-03 15:12:41 +10:00
Markus Wick da82389347 Merge pull request #4172 from phire/software_fog_error
VideoSoftware: Fix unsigned overflow bug in fog
2016-09-02 09:53:44 +02:00
Scott Mansell 0e7424b359 VideoSoftware: Fix unsigned overflow bug in fog
Was causing fog errors on the left half of the screen.

Only appeared to affect visual studio builds, GCC did the correct
thing.
2016-09-02 10:12:44 +12:00
Jules Blok 2ab9e5e610 Merge pull request #4165 from lioncash/global
Backends: Remove unnecessary references to the renderer global
2016-09-01 03:20:31 +02:00
Lioncash ec7114a658 OGL: Remove unnecessary renderer global references 2016-08-31 14:19:56 -04:00
Lioncash 168e145fae D3D: Remove unnecessary renderer global references 2016-08-31 14:17:22 -04:00
Lioncash 9e26ef4aa8 D3D12: Remove unnecessary renderer global references 2016-08-31 14:14:51 -04:00
Preston Smith 94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith e6ccd0729f Revert postMat movement 2016-08-31 02:14:51 -05:00
Preston Smith 89b1d613cc Remove else in software renderer 2016-08-30 18:33:27 -05:00
Preston Smith e0a1ab9027 lint fix 2016-08-30 18:33:26 -05:00
Preston Smith 8f69de51ca inputform ABC1's q value is defaulting to 0
This is causing the 0 divide case to run when source row is using tex0-7 and inputform is ABC1.
2016-08-30 18:33:25 -05:00
Preston Smith 767f56d7c8 Software renderer fix 2016-08-30 18:33:24 -05:00
Scott Mansell 0fbf72cbf1 Merge pull request #4140 from Armada651/ww-depth
D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
Jules Blok a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Jules Blok 65472260d8 D3D: Correctly invert the viewport depth range. 2016-08-23 09:57:11 +02:00
Lioncash 2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Scott Mansell f1964f90d6 Merge pull request #4129 from RisingFog/hahahahahahahahahaha
Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
Chris Burgener da0204a85c Fix a really stupid GLSL version parsing bug 2016-08-19 08:53:27 -04:00
JosJuice 31c530c7b3 Merge pull request #3386 from lioncash/memory
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Jules Blok e86d7cbc99 OGL: Workaround gl_ClipDistance bug on Mesa i965. 2016-08-18 01:08:39 +02:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
Jules Blok 94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok 6e2052fae6 OGL: Disable clip distance on when not in a game-like state. 2016-08-15 13:11:27 +02:00
Jules Blok a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok 4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
Jules Blok c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
Stenzek bce8097712 D3D11: Support texture dumping of non-zero mipmap levels 2016-08-10 23:45:25 +10:00
Lioncash e01c143379 Common: namespace MemoryUtil 2016-08-07 13:03:07 -04:00
Pierre Bourdon d078c6cb35 Merge pull request #4073 from amaiorano/fix-d3d-debugobjectname
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rat…
2016-08-01 00:38:02 +02:00
amaiorano 2030a5e1b8 Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error) 2016-07-31 10:48:09 -04:00
Lioncash 14e0b48ae4 VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
hthh 8be5717a60 Improve PerfQuery accuracy
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00
Chris Burgener 28a3691e70 Merge pull request #3930 from RisingFog/split_video_dump_resolution
Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Chris Burgener f31adf9635 Fix D3D crashes/issues 2016-06-27 10:13:17 -04:00
Léo Lam 1b71249562 D3D: Fix crash on start with BBox enabled
Someone removed the BBox::Init(), causing crashes when BBox is enabled.

Fixes issue #9643.
2016-06-27 12:45:00 +02:00
degasus d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus 5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
degasus 7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Scott Mansell ee9e3432cb Merge pull request #3513 from phire/make_hdkr_happy
Get shadergen ready for Multithreadded generation of shaders.
2016-06-26 21:55:22 +12:00
comex fe73ae8526 Add missing override 2016-06-26 00:49:50 -04:00
Scott Mansell 2f134c5c36 Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
Scott Mansell 95469ec225 Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell 24e5d21780 Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell 1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell 28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
degasus fdbda7b7dd Null: Create Visual Studio project file.
Why is this so stupid on linux.....
2016-06-25 22:40:23 +02:00
degasus 59e4882af3 nullvideo: initial release of null video backend 2016-06-25 22:40:23 +02:00
Pierre Bourdon 43d0d692f9 Fix D3D12 headers missing includes. 2016-06-24 11:14:10 +00:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Scott Mansell d197f489b9 analytics: Report OpenGL's adapter name too. 2016-06-20 23:54:44 +12:00
Anthony Serna 0e5852f634 [OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE 2016-05-30 10:06:19 -05:00
Rohit Nirmal 14220ae488 Fix building with PCH disabled. 2016-05-26 13:05:21 -05:00
Stenzek e169d54f3c D3D11: Fix CPU EFB color reads when MSAA is enabled
Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
Stenzek 89e54fbd6c OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
Markus Wick 22648729c7 Merge pull request #3832 from degasus/android
DriverDetails: Update Qualcomm new driver version.
2016-05-18 21:26:45 +02:00
degasus 3a452f3cc5 VideoSW: Fix XFB config. 2016-05-18 18:37:44 +02:00
degasus fa3526962d VideoSW: Drop Update in XFB copy. 2016-05-18 18:37:44 +02:00
degasus bca0e06a95 OGL: Use coherent mapping on Qualcomm devices. 2016-05-11 23:55:28 +02:00
degasus 6219c39cf5 OGL: Drop QC ES3.1 workaround.
This was never tested well:

HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
Stenzek ccf9470241 D3D12: Specify read/write ranges when calling Map/Unmap 2016-05-08 23:18:59 +10:00
Stenzek fde7dee652 D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08 23:18:58 +10:00
Stenzek 9bff187547 D3D12: Cleanup startup/shutdown process
Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
2016-05-08 23:18:58 +10:00
Stenzek 4269abdc3e D3D12: Implement perf query support 2016-05-08 23:18:57 +10:00
Stenzek 25d5da0ea3 D3D12: Remove D3D11 header references 2016-05-08 23:18:56 +10:00
Stenzek 6f3573dda8 D3D12: Implement XFB encoding/decoding (support Real XFB) 2016-05-08 23:18:51 +10:00
Stenzek 3372bfa6ab D3D12: Remove feature level checks
We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
2016-05-08 12:08:25 +10:00
Stenzek 063761fbd2 D3D12: Don't add padding when allocating within empty StreamBuffer
Resources are already aligned to an address larger than any of our
requirements, anyway.
2016-05-08 12:08:25 +10:00
Stenzek 0c27aae7d3 D3D12: Improve output of shader compiler errors
These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
2016-05-08 12:08:25 +10:00
Stenzek acfa93372e D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
2016-05-08 12:08:25 +10:00
Stenzek 7ec1fce741 D3D12: Fix error with >1xIR/MSAA EFB depth access 2016-05-08 12:08:25 +10:00
Stenzek ac1cd8279b D3D12: Implement GPU-based bounding box 2016-05-08 12:08:25 +10:00
Stenzek 32599559db D3D12: Use helper method for binding EFB render targets 2016-05-08 12:08:25 +10:00
Stenzek 984da2d624 D3D12: Use signed ints for viewport origin
Fixes black screen when crop is enabled.
2016-05-08 12:08:25 +10:00
Stenzek a8c4d6c242 D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
This is not optimal, but for those texture packs with extremely large
images, it won't crash. Releasing after the frame completes is an option
too, however, there is the risk of running out of memory by doing this.
2016-05-08 12:08:25 +10:00
Matthew Parlane 1634948b6e Merge pull request #3742 from phire/dither
Implement Dithering for video software
2016-05-03 22:41:39 +12:00
degasus 6f2d8483b7 VideoSW: Fix special case.
I have no clue what this special case shall be, but accessing g_main_cp_state within Flush() is not allowed.
We likely still have a bad behavior, but now it only depends on the current state, not on the next one after flushing.
2016-04-30 13:14:09 +02:00
Jules Blok 8a21b082d6 Merge pull request #3745 from stenzek/d3d11-texcache
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-04-24 11:47:32 +02:00
Lioncash 33c22ffab7 D3D: Amend code to fix a new VS warning
Fixes warning C4334
2016-03-30 20:59:57 -04:00
Pierre Bourdon 486d3a7114 Merge pull request #3656 from phire/windows-10-sdk-update
Updated D3D12 to build on the newer windows 10 sdk.
2016-03-30 18:37:53 +02:00
Scott Mansell c036cf7a5f Updated D3D12 to build on the newer windows 10 sdk. 2016-03-26 18:11:49 +13:00
Pierre Bourdon 2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Scott Mansell 066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
Stenzek 53cf42fb06 D3D11: Fix some cases where render target switches desynced StateManager
This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
2016-03-26 00:01:26 +10:00
Stenzek 63e4e07683 D3D11: Simplify MSAA depth texture resolving
This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-26 00:00:39 +10:00
EmptyChaos 0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
EmptyChaos 902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
Scott Mansell 51dc779b7c Implement Dithering for video software 2016-03-23 12:29:35 +13:00
mimimi085181 e4f984d5dd Minor fixes to the partial updates code
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
degasus ab44d2ec5c VideoSW: Drop SetTevReg for colors. 2016-03-06 11:05:49 +01:00
degasus 7a154181b4 VideoSW: Drop SetScissor().
Just access the global state directly.
2016-03-06 10:24:28 +01:00
degasus 8b0fd623e5 VideoSW: Drop SetViewOffset.
Just use the global state.
2016-03-06 10:22:44 +01:00
Mathew Maidment c2802f96a6 Merge pull request #3655 from jcowgill/spelling-fixes
Fix some very minor spelling mistakes
2016-03-02 14:04:05 -05:00
EmptyChaos cc36dec9b5 D3D12: Cleanup DX12::Renderer::SetSamplerState
Remove uninitialized non-static variable. Replace test to avoid unnecessary state changes with a simpler one.
2016-03-01 23:55:19 +11:00
Pierre Bourdon 07ff8379ba Merge pull request #3647 from stenzek/d3d12-fences
D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
2016-02-29 16:49:03 +01:00
Pierre Bourdon 961901daae Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Stenzek 0a96e2f531 D3D11: Fix texture dumping, for both single and multi-mip textures 2016-02-28 17:24:47 +10:00
Stenzek c793459b88 D3D12: Fixed issue where EFB copies could end up corrupted after reset
Also prevents previously-released textures from ending up in a descriptor
table.
2016-02-28 17:24:46 +10:00
Stenzek 74275bdfe3 D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
2016-02-28 17:24:09 +10:00
Stenzek c4d79d6db3 D3D12: Add helper method for setting both viewport and scissor rect
Simplfies making changes, as well as keeping the two in sync.
2016-02-28 17:18:46 +10:00
Stenzek 13e143de38 D3D12: Optionally prevent StreamBuffer from executing command list
This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
2016-02-28 17:18:46 +10:00
Stenzek 04257029e0 D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
2016-02-28 17:18:45 +10:00
Stenzek 9efe66509d D3D12: Fix crash/errors when switching MSAA modes while running 2016-02-28 17:18:44 +10:00
Stenzek 1d909ec7a4 D3D12: Implement non-blocking EFB access when EFB has not been modified 2016-02-28 17:18:43 +10:00
Stenzek 6bbf836ea9 D3D12: Simplify and fix MSAA EFB depth copy path 2016-02-28 17:18:43 +10:00
Stenzek 649b94338e D3D12: Cleanup/refactoring of teardown process 2016-02-28 17:18:42 +10:00
Stenzek 759b77474d D3D12: Use std::thread for worker thread
Using CreateThread can create issues if any CRT calls are made, as
thread-specific data may not be initialized. Additionally, TerminateThread
is not a good idea for similar reasons, and may not free CRT resources.
2016-02-28 17:18:41 +10:00
Stenzek ffe0e326d2 D3D12: Use stream buffer for CD3DFont 2016-02-28 17:18:40 +10:00
Stenzek 5c1a708977 D3D12: Clean up debug device creation path 2016-02-28 17:18:39 +10:00
Stenzek efbb85da43 D3D12: Improve robustness of command allocator and fence tracking 2016-02-28 17:18:39 +10:00