Lioncash
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
skidau
94e435afbc
Merge pull request #2201 from magumagu/ogl-clamp-origin
...
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
magumagu
629fb8fb49
Merge pull request #2222 from Tilka/fix_warnings
...
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras
f82afd1b2f
Fix warnings
2015-03-16 19:02:30 +01:00
Shawn Hoffman
ad64336137
quiet some warnings which appear on vs2015.
...
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
magumagu
269be03908
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-12 13:24:52 -07:00
degasus
f3f2ed1536
GLX: fix memory leak
2015-03-08 17:42:37 +01:00
Ryan Houdek
b0f61201c3
Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
...
Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
Ryan Houdek
3c5e99c777
Fix OpenGL ES 3.1 on non-Nvidia devices.
...
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
Ryan Houdek
70977fd6b1
Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
...
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
Markus Wick
cc5a2f3411
Merge pull request #2164 from Armada651/cache-fix
...
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
Jules Blok
728081dad2
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:03:49 +01:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
...
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Lioncash
7408de7e79
Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
...
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak
93b16a4a2d
Formatting/Whitespace Cleanup
...
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Pierre Bourdon
f06b1106db
Merge pull request #2089 from degasus/remove_disable_efb_copy
...
Remove disable efb copy
2015-02-24 23:31:05 +01:00
degasus
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
degasus
ac7102918d
OGL: support palette texture decoding
2015-02-24 22:51:55 +01:00
Tillmann Karras
f298f00e1b
Clean up the intrinsics #ifdef mess
2015-02-24 01:02:36 +01:00
Ryan Houdek
e9ac4d53a6
Implement full occlusion queries for the Nexus 9.
...
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
Ryan Houdek
a5b4ac6faa
[GLExtensions] Add support for NV_occlusion_query_samples.
2015-02-21 17:24:32 -06:00
magumagu
c0a4760f0e
Decode EFB copies used as paletted textures.
...
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
degasus
081137bd4f
VideoBackends: set GLInterface to zero after deleting it
...
This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash
9476756d43
OGL: Fix a memory leak that would occur every time a game is launched
2015-01-31 16:00:53 -05:00
Rohit Nirmal
5203c4ef7b
Silence -Wunused-variable warning.
2015-01-28 18:09:07 +00:00
Markus Wick
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
...
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
...
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu
9dbb9bf3b5
Make sure EFB2RAM buffer is wide enough for new coordinate system.
2015-01-25 23:32:32 -08:00
magumagu
1ee09ced0a
Fix OpenGL coordinate computation.
2015-01-25 21:38:30 -08:00
Jules Blok
5c4ee2f71e
PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
...
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
...
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
...
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Lioncash
9cdfe889af
Coding style cleanup from the zfreeze merge
2015-01-24 15:16:48 -05:00
Scott Mansell
14baf038e7
Stop doing nastly shit to OpenGL stream buffers.
...
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
magumagu
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
Scott Mansell
5510c86b81
Move Zfreeze code out individual backends into videoCommon
...
Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011
add59b3bea
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
...
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
...
OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell
418296961c
Fix various issues with zfreeze implemntation.
...
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765
Cleanup and refactor of zfreeze port
...
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3
Initial port of zfreeze branch (3.5-1729)
...
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Ryan Houdek
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
...
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek
714697faaf
Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
...
Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
CarlKenner
4768d0f0a8
This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
...
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek
4551bb6ce6
Add support for two new OpenGL ES extensions.
...
This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
degasus
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
degasus
615ae9f106
TexCache: remove PC_TexFormat
...
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
...
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
...
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
Stevoisiak
cb86db7b68
Minor consistency changes
...
Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus
7284312568
OGL: Warn about wrong texture sizes
2015-01-11 22:47:40 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
Markus Wick
6c46f27709
Merge pull request #1501 from degasus/texture_creation
...
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181
56e93f8fdd
Update size_in_bytes of texture cache entries when copying efb to ram
2015-01-10 13:47:52 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
...
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
...
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok
031096c8d4
FramebufferManager: Remove unnecessary sampler declaration.
...
It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Patrick A. Ferry
069a0864c0
Scale the offset to the IR scale
...
The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
Jules Blok
dddaa11595
OGL: Fix stereoscopy not being applied properly while the game is running.
2015-01-03 01:36:43 +01:00
Jules Blok
582a15deb3
PostProcessing: Mark all shaders constant.
2015-01-02 20:03:20 +01:00
Jules Blok
26a9afa0e7
Anaglyph: Use matrices instead of vectors.
2015-01-02 14:32:42 +01:00
Jules Blok
e3969f763e
PostProcessing: Use Dubois algorithm for anaglyph shader.
2015-01-02 03:02:28 +01:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
...
OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek
479d1e56c3
Merge pull request #1783 from degasus/disablelogs
...
OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
Jules Blok
29e05c5ff8
Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
...
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
degasus
1ed41672f5
OGL: disable driver warnings fetch
...
This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
...
D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
...
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
...
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Markus Wick
7764a5ed9d
Merge pull request #1733 from degasus/glx
...
GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
...
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
Jules Blok
a9364cd5db
OGL: Support stereoscopic XFB blit to screen.
2014-12-24 17:22:23 +01:00
Jules Blok
12412ac5b7
FramebufferManager: Copy all EFB layers to the XFB framebuffer.
2014-12-24 17:22:22 +01:00
Markus Wick
5526b39320
Merge pull request #1748 from Armada651/stereo-format
...
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
01718eafa6
FramebufferManager: Use a separate layer variable.
2014-12-23 13:16:03 +01:00
Jules Blok
ba242d27c8
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-21 15:25:58 +01:00
degasus
809117102e
VideoCommon: split VertexLoaderBase from VertexLoader
2014-12-21 14:12:43 +01:00
Ryan Houdek
59e1a8a1a0
Merge pull request #1736 from degasus/osd
...
OSD
2014-12-20 23:21:24 -06:00
Ryan Houdek
829132d465
Merge pull request #1732 from Sonicadvance1/stupid_android_garbage
...
Work around broken Android garbage.
2014-12-20 15:29:38 -06:00
Ryan Houdek
f2d998c938
Work around broken Android garbage.
...
This fixes running Dolphin on the Nexus 9.
Android's EGL stack has internal arrays that they use for tracking OpenGL function usage. Probably has something to do with their OpenGL profiling
garbage that used to be in ADT.
Android has three of these arrays, each statically allocated.
One array is for all GLES 1.x functions
One array is for all GLES 2.0/3.0/3.1 and a couple of extensions they deem worthy of being in this array.
The last array is for all function pointers grabbed via eglGetProcAddress that isn't in the other two arrays.
The last array is the issue that we are having problems with. This array is 256 members in length.
So if you are pulling more than 256 function pointers that Google doesn't track in their internal array, the function will return NULL and yell at you
in logcat.
The Nvidia Shield Tablet gets around this by replacing part of the EGL stack with their own implementation that doesn't have this garbage.
The Nexus 9 on the other hand doesn't get away with this. So we pull >100 more function pointers than the array can handle, and some of those we need
to use.
The workaround for this is to grab OpenGL 1.1 functions last because we won't actually be using those functions, so we get away with not grabbing the
function pointers.
2014-12-20 15:15:57 -06:00
Dolphin Bot
f978d141c8
Merge pull request #1720 from Armada651/stereo-msaa
...
FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus
a858db1d27
OGL: move osd warning for not supported stereo mode into config validation
2014-12-20 19:54:00 +01:00
degasus
ed9c14e0d5
OGL: Fix OGL3 with stereo enabled
2014-12-20 19:13:34 +01:00
Jules Blok
d37b65c117
FramebufferManager: Support resolving a multi-layered EFB in OGL.
2014-12-20 16:08:00 +01:00
degasus
3322c55484
OGL: don't clear the stencil buffer
...
We don't have one. This should remove some spamming of the nvidia driver.
2014-12-20 15:17:20 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Dolphin Bot
a560d8f150
Merge pull request #1716 from Armada651/geom-wireframe
...
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
degasus
e6137407ba
GLX: try to get an OpenGL 3.3 core context
2014-12-20 10:57:34 +01:00
Jules Blok
bc3ed44050
OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks.
2014-12-19 23:56:02 +01:00
Ryan Houdek
8c0e26d969
Minor changes to DriverDetails
...
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Jules Blok
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
Ryan Houdek
0fec69001b
Fixes Adreno 400 slow performance.
...
Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
2014-12-19 21:31:37 +00:00
Jules Blok
1b9fe70d7c
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
2014-12-19 14:10:53 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
...
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Jules Blok
1f84f4632d
OGL: Check OpenGL version for geometry shader support.
2014-12-18 00:37:16 +01:00
Jules Blok
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
...
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733
GeometryShader: Disable the geometry shader stage if it is a pass-through shader.
2014-12-18 00:36:48 +01:00
Jules Blok
2850c9a206
VertexManager: Disable culling for lines and points.
2014-12-18 00:36:47 +01:00
Markus Wick
98292682fe
Merge pull request #1709 from unknownbrackets/attributeless-fix
...
OGL: Attempt a larger buffer to workaround 7946
2014-12-17 14:20:54 +01:00
Unknown W. Brackets
5b51f5a801
OGL: Attempt a larger buffer to workaround 7946.
2014-12-16 22:20:45 -08:00
magumagu
31bcdb8f2f
D3D+OGL: choose blendenable over logicopenable.
...
No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
...
This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
...
And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Unknown W. Brackets
1c316eb18c
OGL: Correctly define attrib 0 in attributeless.
2014-12-13 21:02:15 -08:00
skidau
15f7e63cc2
Merge pull request #1650 from unknownbrackets/attributeless-fix
...
OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
skidau
68a4cc6b72
Merge pull request #1686 from degasus/master
...
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
skidau
d02eb3ca59
Merge pull request #1640 from rohit-n/switch-default
...
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
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
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
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
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
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
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
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
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
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
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
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
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