Commit Graph

137 Commits

Author SHA1 Message Date
Admiral H. Curtiss 715a551dac
Merge pull request #12170 from Filoppi/custom_aspect_ratio
Add support for custom aspect ratios
2023-12-18 05:19:06 +01:00
Filoppi 24004af814 Video: polish aspect ratio related code comments to make it clearer 2023-12-18 00:28:14 +02:00
iwubcode b1d9e13d75 VideoCommon: prepare graphics mods for custom shader material data 2023-12-12 17:56:26 -06:00
Lioncash 49f44c1334 VertexManagerBase: Resolve -Wsign-compare warning 2023-12-11 18:00:34 -05:00
iwubcode 849a0c13b5 VideoCommon: move xf state management to its own class, so changes can be detected in places other than VertexShaderManager 2023-11-26 16:27:26 -06:00
iwubcode 92accc3ef7 VideoCommon: add custom pixel shader constants as a buffer of data to be passed to all backends 2023-10-05 21:20:16 -05:00
Jordan Woyak 7cc4304918 VideoCommon: Expose the widescreen heuristic's standard and widescreen ratio values in onion config. 2023-09-06 18:45:28 -05:00
OatmealDome 4938b99600 VertexManagerBase: Allow widecreen heuristic constants to be overriden by onion config 2023-09-05 11:50:49 -04:00
iwubcode 931a8aa413 VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders 2023-08-20 18:53:27 -05:00
iwubcode d320366954 VideoCommon: add custom shader cache to VertexManagerBase, supporting custom pixel shaders by replacing the existing pipeline with a modified one 2023-08-20 18:53:27 -05:00
iwubcode a2ad3ca6f7 VideoCommon: don't do pointer copies during graphics mod callback iteration 2023-07-02 13:58:07 -05:00
Robin Kertels 93fce0e4b6
VideoCommon:VertexManagerBase: Only calculate remaining indices once
Before, both of those were calculated 3 times due to the ASSERTs.
2023-03-20 20:59:50 +01:00
Scott Mansell 31cfe8250d Lint fixes 2023-02-09 18:36:20 +13:00
Scott Mansell abfc75f362 Cleanup headers 2023-01-31 19:41:24 +13:00
Scott Mansell 0da69055d9 Split out everying remaining from Swap 2023-01-31 19:41:24 +13:00
Scott Mansell 2a18b34a73 Wire up frame before/after events 2023-01-31 19:41:24 +13:00
Scott Mansell ca5ec13e13 Move GraphicsMod out of RenderBase 2023-01-31 19:41:24 +13:00
Scott Mansell 99d3e489ea Move BoundingBox out of RenderBase
They were essentially just pass-though methods
2023-01-31 19:41:24 +13:00
Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00
Pierre Bourdon 9c9310bf44
Merge pull request #11208 from TellowKrinkle/CPUCull
Cull vertices on the CPU
2023-01-26 23:15:23 +01:00
TellowKrinkle 1be0149146 VideoCommon: Cull vertices on the CPU 2023-01-25 02:21:56 -06:00
Pokechu22 d91f340c86 VertexManagerBase: Move free space check to after the buffer is reset
Fixes incorrect logspam when the buffer needed to be reset on flushes (which we already were doing, but 52feed04db moved it to after the check was made). This is https://bugs.dolphin-emu.org/issues/10312.

I also converted it to an assert, as if this does happen, things are going to render incorrectly, so we want to make it obvious.
2023-01-03 17:06:51 -08:00
Admiral H. Curtiss cb0a603c72
VideoCommon: De-globalize GeometryShaderManager class. 2022-12-29 15:33:19 +01:00
Admiral H. Curtiss 50625728e0
VideoCommon: De-globalize VertexShaderManager class. 2022-12-28 15:52:29 +01:00
Admiral H. Curtiss 725bd64ec2
VideoCommon: De-globalize PixelShaderManager class. 2022-12-27 20:13:24 +01:00
TellowKrinkle 1e9b6f88e4 VideoCommon: Support hot reloading of VS expand 2022-10-22 20:18:02 -05:00
TellowKrinkle 68f49df0f8 VideoCommon: Add vertex shader point and line expansion 2022-10-22 20:13:24 -05:00
Pokechu22 ffed23c059 Simplify saving CP state
Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1bc0d, we can just use p.Do on it instead of manually saving each field.
2022-10-09 19:32:59 -07:00
Pokechu22 05f3bbfa4d Include tangent/binormal cache in savestates
This theoretically matters for RS2/RS3, although in practice these games reconfigure it each frame so it shouldn't matter for savestates.
2022-10-09 16:21:49 -07:00
iwubcode bc360584a3 VideoCommon: add structures to graphics mods to allow for future adding or removing parameters with less code overhead 2022-10-09 00:00:01 -05:00
JMC47 e237aa1435
Merge pull request #10777 from tellowkrinkle/EFBFlush
VideoCommon: Remember to flush command buffers after multiple EFB copies
2022-07-13 19:45:31 -04:00
TellowKrinkle 3ee4b89a46 VideoCommon: Remember to flush command buffers after multiple EFB copies 2022-07-06 18:38:05 -05:00
iwubcode 892678648e VideoCommon: trigger mod calls in TextureCacheBase (efb/xfb calls), VertexManagerBase (draw calls), and VertexShaderManager (projection calls) 2022-06-27 18:20:52 -05:00
Dentomologist f6b9acccfc Common: Refactor PointerWrap 2022-05-25 13:06:41 -07:00
Pokechu22 2a5c77f43f VideoCommon: Handle emboss texgen with only a single normal
Fixes a large number of effects in Rogue Squadron 2 and 3.
2022-04-22 16:54:38 -07:00
Pokechu22 39b2854b98 VertexLoader: Convert count register to remaining register
This more accurately represents what's going on, and also ends at 0 instead of 1, making some indexing operations easier.  This also changes it so that position_matrix_index_cache actually starts from index 0 instead of index 1.
2022-04-22 16:54:38 -07:00
Pokechu22 97d0ff58c8 Convert vertex loader position cache to std::array 2022-04-22 16:54:38 -07:00
Pokechu22 3aaeb2b9ef Convert OpcodeDecoder::Opcode and OpcodeDecoder::Primitive to enum class 2021-12-18 12:51:56 -08:00
Pokechu22 6236a0d494 Eliminate SamplerCommon 2021-11-17 20:04:34 -08:00
Scott Mansell 88bd10cd30 Extend TMEM cache implementation
Now works with games that deliberately avoid invalidating TMEM because
they know textures are too large to fit:

 * Sonic Riders
 * Metal Arms: Glitch in the System
 * Godzilla: Destroy All Monsters Melee
 * NHL Slapshot
 * Tak and the Power of Juju
 * Night at the Museum: Battle of the Smithsonian
 * 428: Fūsa Sareta Shibuya de
2021-10-12 15:51:24 +13:00
Techjar 1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Pokechu22 aab81d5aa0 Convert XFMemory to BitField and enum class
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
2021-03-06 19:27:14 -08:00
Shawn Hoffman 07fd02f207 rename Core/Analytics to Core/DolphinAnalytics 2021-01-27 14:29:47 -08:00
Lioncash 3d9b2aa005 VideoCommon: Migrate over to fmt
Migrates off the printf-based formatting where applicable.
2020-11-17 21:23:58 -05:00
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

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

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

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00
Sintendo 523954e03a Analytics: Report correct quirk for mismatched xf/bp colors
Looks like a copy-paste error. The quirk for mismatched xf/bp texgens
was used twice.
2020-04-24 02:22:51 +02:00
JMC47 d845b31579
Merge pull request #8717 from stenzek/mismatched-xf-bp
VertexManagerBase: Skip drawing objects with mismatched xf/bp stages
2020-04-21 10:07:36 -04:00
Stenzek ff7180cac4 Analytics: Add quirk for mismatched xf/bp texgens/colors 2020-04-02 12:52:16 +10:00
Stenzek a9c1dcf656 VertexManagerBase: Skip drawing objects with mismatched xf/bp stages
Hardware tests have shown that if the number of texgens/channels do not
match, you get garbage rendering. Presumably because the output
registers from the XF stage are fed into the incorrect input registers
for TEV/BP.

Currently, this causes Dolphin to crash/generate invalid shaders with an
assertion failure in the hardware backends. Instead, we log an error.

Perhaps in the future we should just spit out all texgens/colors anyway
from both stages, and let cross-stage optimization take care of DCE'ing
it away. But doing so would require changing the UIDs and invalidating
everyone's shader caches.
2020-04-02 12:51:41 +10:00