Commit Graph

1509 Commits

Author SHA1 Message Date
Helios747 a465c483f3 Remove D3D12 2017-05-18 17:01:12 -07:00
lcsondes 94be591606 VS2017 build fix after upgrading project 2017-05-13 20:34:27 +01:00
degasus afb0beb9ab OpenGL: Mute nvidia performance warning about stalling the GPU.
They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
Stenzek cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek c53a60f3c3 Vulkan: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek 3f18c5e0f1 D3D12: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek 2d75c2ab10 D3D11: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek f5d95dcc86 OGL: Use native compressed textures on supported drivers 2017-04-29 00:44:34 +10:00
Stenzek f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
Stenzek bc8a96d713 HiresTextures: Support parsing DDS files directly
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek 27ae5b8d34 VideoConfigDiag: Move post-processing shader list to post processor
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Stenzek 417a4ca206 Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
Stenzek a10e8b1ef5 VideoCommon: Move the blit methods to the backend class
The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
Stenzek d1dc9d5a0c Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
Stenzek 16a947a88b Merge pull request #5270 from stenzek/vulkan-aa
Vulkan: MSAA and frame dumping fixes
2017-04-18 21:58:14 +10:00
Stenzek fd896bd9e0 OGL: Drop BlendingState.dither
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
Stenzek ddc5275071 VideoCommon: Drop SetDitherMode()
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek 9dc7358395 Vulkan: Use BlendingState from VideoCommon
Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
Stenzek 34ad5b457d VideoCommon: Add usedualsrc field to BlendingState
This is because we re-use BlendingState for our internal drawing (e.g.
RasterFont) and for these shaders, we can't assume the presence of a
second color output.
2017-04-18 21:33:40 +10:00
Stenzek e370f6a82a OGL: Use struct for post-processing shader options
This removes the need for token pasting, which isn't supported in GLSL
ES. Shouldn't cause any issues unless people are using reserved keywords
as option names.
2017-04-16 14:00:02 +10:00
Stenzek 3fd1e6c2f6 Vulkan: Ensure all frames are written before resizing framedump buffer
Prevents destroying a framebuffer that may still be in use by a previous
frame dump.
2017-04-15 20:00:40 +10:00
Stenzek 48da42b49f Vulkan: Ensure framedump texture is incorrect layout for render/readback 2017-04-15 19:57:25 +10:00
Stenzek 69b0a31938 Vulkan: Clamp framebuffer resolve rectangle to texture size
This is invalid and was causing the NVIDIA driver to throw an error.
2017-04-15 19:55:32 +10:00
Stenzek eef7b6cf7a Vulkan: Fix invalid resolve at swap time when MSAA is enabled 2017-04-15 18:35:58 +10:00
Stenzek c8b98dca1a Vulkan: Raise the number of texel buffer/storage image descriptors
Running with GPU texture decoding enabled could cause us to run out of
descriptors within a single frame.
2017-04-14 18:29:53 +10:00
Stenzek f4bdfe3e0c Vulkan: Fix incorrect render pass area for out-of-range clears
This occured when a game set an out-of-range EFB clear region.
2017-04-14 18:29:48 +10:00
Stenzek 5e7bd03d0b Vulkan: Linear filter >1xIR EFB copies, matching the other backends 2017-04-12 00:11:22 +10:00
Stenzek e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Markus Wick 4e90c5da8b Merge pull request #5234 from lioncash/tuple
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
Anthony c6b553b6d2 Merge pull request #5220 from stenzek/small-nonsquare-mips
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-09 13:45:38 -07:00
Lioncash c7ab6861c2 RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters 2017-04-09 15:11:59 -04:00
Stenzek 2492f196a7 TextureCache: Fix incomplete GPU texture decoding of non-square mips 2017-04-07 23:03:14 +10:00
Lioncash f7a2f6ad01 FileSearch: Namespace functions under the Common namespace 2017-04-07 01:02:14 -04:00
Stenzek 97dc773a3e D3D: Drop redundant interface TextureEncoder 2017-04-04 22:57:23 +10:00
Stenzek 739aced97c Vulkan: Implement compute-shader based GPU texture decoding 2017-04-01 12:32:57 +10:00
Stenzek 5fbc63fbcf Vulkan: Compute shader support 2017-04-01 12:32:57 +10:00
Stenzek 02f887ede0 OGL: Add GPUTimer class for measuring execution time of a draw/dispatch 2017-04-01 12:32:57 +10:00
Stenzek b01bcb80f4 OGL: Implement GPU texture decoding backend 2017-04-01 12:32:56 +10:00
Stenzek 82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek abc662d69c OGL: Support compute shaders and emitting GLSL 4.3
This also changes bSupportsEarlyFragmentTests to
bSupportsImageLoadStore, as it is used for both.
2017-04-01 12:31:41 +10:00
Stenzek b987f220e1 VideoBackends: Add support flag for compute shaders 2017-04-01 12:31:41 +10:00
Stenzek a8876a29fe OGL: Use ARB_texture_storage to allocate TextureCache entries
This ensures that they are complete textures by decoding time, as when
using compute shaders we write directly to the destination texture.
2017-04-01 12:31:41 +10:00
Stenzek f8059eae43 OGL: Fix render-target texture mipmap allocation
The loop was allocating one-too-many levels, as well as incorrect sizes
for each level. Probably not an issue as mipmapped render targets aren't
used, but the logic should be correct anyway.
2017-04-01 12:31:40 +10:00
Stenzek 5326a18fdf OGL: Fix MSAA being forced to 1x
This was a regression from the remove-everything-static-from-renderer
PR. As the comment indicates, it would be nice to move all of this logic
out of the Renderer constructor, but this is a much larger change.
2017-03-31 21:55:26 +10:00
Vincent Duvert bbb5945375 OGL: Fix texture_type checks in CreateTexture
The FrameBufferManager::CreateTexture (from the OpenGL backend) method introduced by commit 69cedf41 incorrectly compares the texture variable (which contains a name provided by glGenTextures) against GL_TEXTURE_2D_MULTISAMPLE_ARRAY and GL_TEXTURE_2D_MULTISAMPLE.
It should instead use the texture_type variable for this (as done in the first branch of the if).
2017-03-17 23:53:56 +01:00
Michael Maltese 134317e07f videoconfig: add BBoxPreferStencilImplementation
@JMC47 requested this to be able to do performance comparisons.
2017-03-15 17:41:33 -07:00
Michael Maltese 53224d41d0 OGL: only create stencil buffer when needed 2017-03-15 17:41:33 -07:00
Michael Maltese ba6e917b49 OGL: implement Bounding Box on systems w/o SSBO
This commit should have zero performance effect if SSBOs are supported.

If they aren't (e.g. on all Macs), this commit alters FramebufferManager
to attach a new stencil buffer and VertexManager to draw to it when
bounding box is active. `BBoxRead` gets the pixel data from the buffer
and dumbly loops through it to find the bounding box.

This patch can run Paper Mario: The Thousand-Year Door at almost full
speed (50–60 FPS) without Dual-Core enabled for all common bounding
box-using actions I tested (going through pipes, Plane Mode, Paper
Mode, Prof. Frankly's gate, combat, walking around the overworld, etc.)
on my computer (macOS 10.12.3, 2.8 GHz Intel Core i7, 16 GB 1600 MHz
DDR3, and Intel Iris 1536 MB).

A few more demanding scenes (e.g. the self-building bridge on the way
to Petalburg) slow to ~15% of their speed without this patch (though
they don't run quite at full speed even on master). The slowdown is
caused almost solely by `glReadPixels` in `OGL::BoundingBox::Get`.

Other implementation ideas:

- Use a stencil buffer that's separate from the depth buffer. This would
  require ARB_texture_stencil8 / OpenGL 4.4, which isn't available on
  macOS.

- Use `glGetTexImage` instead of `glReadPixels`. This is ~5 FPS slower
  on my computer, presumably because it has to transfer the entire
  combined depth-stencil buffer instead of only the stencil data.
  Getting only stencil data from `glGetTexImage` requires
  ARB_texture_stencil8 / OpenGL 4.4, which (again) is not available on
  macOS.

- Don't use a PBO, and use `glReadPixels` synchronously. This has no
  visible performance effect on my computer, and is theoretically
  slower.
2017-03-15 17:41:32 -07:00
Michael Maltese 56fe938366 extract OGL::FramebufferManager::BindLayeredTexture 2017-03-15 17:20:47 -07:00
Michael Maltese 69cedf4144 extract OGL::FramebufferManager::CreateTexture 2017-03-15 17:20:47 -07:00