Léo Lam
f335790623
Merge pull request #6460 from lioncash/datareader
...
DataReader: Minor API changes
2018-03-19 15:02:50 +01:00
Markus Wick
98b4716902
Merge pull request #6442 from stenzek/async-compiler-priority
...
ShaderCache: Implement compile priority
2018-03-19 09:16:53 +01:00
Markus Wick
79b21e1381
Merge pull request #6459 from lioncash/enum
...
VertexShaderGen: Convert defines to an enum
2018-03-19 08:48:25 +01:00
Lioncash
b21a00d290
DataReader: Provide a const qualified variant of GetPointer()
...
This wouldn't be much of a data reader if it can't access the
read-only data pointer in read-only contexts. Especially if it
can get a writable equivalent in contexts that aren't read-only.
2018-03-18 16:53:04 -04:00
Lioncash
ce29c1c42f
DataReader: Correct return type of operator=
...
It's questionable to not return a reference to the instance being
assigned to. It's also quite misleading in terms of expected behavior
relative to everything else. This fixes it to make it consistent with
other classes.
2018-03-18 16:50:59 -04:00
Lioncash
ffade65c55
DataReader: Remove __forceinline from trivial functions
2018-03-18 16:49:50 -04:00
Lioncash
4c2ec39199
DataReader: In-class initialize member variables where applicable
...
Allows the default constructor to be defaulted and ensures the default
values are associated with the member variables directly.
Also corrects a prefixed underscore in the two parameter constructor.
2018-03-18 16:34:51 -04:00
Lioncash
fd956f6c69
DataReader: Make size() and Peek() const member functions
...
These don't modify class state, so they can be const qualified.
2018-03-18 16:33:14 -04:00
Lioncash
2b3b1e8d09
VertexShaderGen: Convert defines to an enum
...
Unlike defines, these will actually obey namespacing (should one be
added), and also provide a symbol when debugging, as opposed to a magic
value.
2018-03-18 15:45:20 -04:00
Lioncash
b68e8b872e
VideoBackendBase: Migrate functions from MainBase.cpp to VideoBackendBase.cpp
...
Given that this only contains functions from the VideoBackendBase class,
it makes more sense to move these to the relevant cpp file to keep them
all together.
2018-03-18 15:33:59 -04:00
Lioncash
13ed716419
MainBase: Remove effectively unused s_FifoShuttingDown variable
...
This is only ever set and cleared, which is fine, however nothing else
ever actually reads its state to perform differing behavior.
2018-03-17 18:10:43 -04:00
Lioncash
826c11ba3b
MainBase: Remove unused s_beginFieldArgs struct
...
This is only ever memset to zero and never used again.
This also gets rid of an instance of undefined behavior considering the
draft standard for C++17 (N4659) states at [dcl.type.cv] paragraph 5:
"
The semantics of an access through a volatile glvalue are implementation-defined.
If an attempt is made to access an object defined with a volatile-qualified type
through the use of a non-volatile glvalue, the behavior is undefined.
"
2018-03-17 18:07:08 -04:00
Stenzek
93865b327f
ShaderCache: Implement compile priority
...
Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
2018-03-17 01:53:11 +10:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
...
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
517a977444
ShaderCache: Fix several issues in background shader compiling
...
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
2018-03-15 01:50:47 +10:00
Stenzek
51e4014a35
DriverDetails: Disable primitive restart on Vulkan with Mali driver
2018-03-14 02:56:24 +10:00
Stenzek
db810956ec
Vulkan: Provide a more accurate method of detecting drivers/vendors
...
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Henrik Rydgård
6cbb716f60
SSE-optimize UninitializeXFBMemory
...
Lowest hanging fruit I could find with a profiler.
Not sure this stuff actually needs to be done, but assuming it is, why
not do it quickly? 10x faster, goes from 1% CPU to 0.09%.
2018-03-13 11:55:28 +01:00
Stenzek
427aa188d4
ShaderCache: Use a version number for pipeline UID caches
2018-03-11 14:48:09 +10:00
Stenzek
e31cc1f679
ShaderCache: Implement background shader compilation
...
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
2018-03-10 16:11:19 +10:00
Stenzek
9fa24700b6
VideoConfig: Collapse ubershader configuration fields to a single value
2018-03-10 15:56:45 +10:00
Stenzek
590307b94c
ShaderCache: Use memcmp for comparing pipeline UIDs
...
As these are stored in a map, operator< will become a hot function when
doing lookups, which happen every frame. std::tie generated a rather
large function here with quite a few branches.
2018-03-10 15:56:42 +10:00
Stenzek
41296db083
Renderer: Remove now-redundant Set{Rasterization,Depth,Blending}State
2018-03-10 15:56:40 +10:00
Stenzek
f9c829c7f7
OGL: Re-implement async shader compiling
2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
Stenzek
2a6d9e4713
AbstractTexture: Add support for depth textures/formats
2018-03-01 17:31:24 +10:00
Stenzek
6374a4c4a8
AbstractTexture: Support multisampled abstract texture
2018-03-01 17:31:24 +10:00
Stenzek
4316f5f56b
AbstractTexture: Add property/attribute accessor helpers
2018-03-01 17:31:24 +10:00
Stenzek
e125eaa237
VideoCommon: Drop references to AbstractRawTexture
2018-03-01 17:31:24 +10:00
Markus Wick
227db66e4f
OGL: Use glBufferData on Mali.
...
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!
The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:
https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support
The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData
It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...
We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.
So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
...
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek
c1b39ecc58
BPFunctions: Move upscaling of scissor rect to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
340ee8fff8
PixelShaderGen: Implement table-based fog range as in software renderer
2018-02-15 22:19:21 +10:00
Stenzek
93fb0e1e1c
TextureCache: Add an option to disable EFB copies to VRAM
...
The option is named DisableCopyToVRAM under the Hacks section in
GFX.ini. It is intentionally not exposed to the GUI, as users should not
need to use it under normal circumstances. The main use is debugging
issues in the EFB-to-RAM shaders.
2018-02-11 15:48:46 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
...
It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony
096131c908
Merge pull request #6334 from stenzek/startup
...
Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Stenzek
260d5b7aa7
BPMemory: Handle fog configuration where both A and C are infinity/NaN
...
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.
However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00
Stenzek
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
...
Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
...
The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
...
Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
TraceBullet
ab6f932347
Fix Auto-Adjust Window Size option making the window too large
2018-01-26 10:47:19 -05:00
Stenzek
3f197480ef
Renderer: Fix crash on shutdown when frame dumping or taking screenshots
2018-01-26 12:12:00 +10:00
Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
...
This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
degasus
a5a0599145
CustomTexture: Drop old texture format.
2018-01-20 17:08:47 +01:00
degasus
0b466249e0
CustomTextures: Drop format convertion.
2018-01-20 16:39:04 +01:00
JosJuice
2441fd28d5
AVIDump: Remove incorrect usage of s_ prefix
2018-01-17 22:19:14 +01:00
Markus Wick
e02025b45e
Merge pull request #6307 from rukai/fix-frame-dump-path
...
Handle framedump path not existing
2018-01-17 22:02:51 +01:00
Lucas Kent
6c7e6016fb
Handle framedump path not existing
2018-01-18 07:53:30 +11:00
Markus Wick
cb7eede193
VideoCommon: Apply custom texture scale for arbitrary mipmaps.
...
We want to get the same mipmap level. And if the IR and the custom
texture upscaling fits, we don't need to modify the LOD bias.
2018-01-17 09:02:36 +01:00
Markus Wick
2a43f41ace
Merge pull request #6297 from JosJuice/custom-texture-arb-filename
...
Treat custom textures with "_arb" suffix as having arbitrary mipmaps
2018-01-15 09:58:30 +01:00
Markus Wick
b93ae14272
Merge pull request #6300 from JonnyH/WIP/glsl-es-implicit-int-float-conversions-in-gpu-texture-decode
...
GLSL-ES doesn't allow implicit int/uint conversions
2018-01-11 22:22:05 +01:00
Jonathan Hamilton
46254a2cf2
Some more implicit uint/float conversions in the texture decode shaders
2018-01-11 11:15:40 -08:00
Jonathan Hamilton
f23dd992dd
GLSL-ES doesn't allow implicit int/uint conversions
2018-01-11 10:54:55 -08:00
JosJuice
226b65bd38
Clean up variable naming in HiresTextures::Update
2018-01-10 17:53:51 +01:00
JosJuice
c25fffc9a0
Treat custom textures with "_arb" suffix as having arbitrary mipmaps
...
This is adapted from Bighead's code that was posted at
https://forums.dolphin-emu.org/Thread-dolphin-custom-texture-mipmaps?pid=460867#pid460867
In master, custom textures are never treated as having arbitrary mipmaps,
so we need either a change like this or a change that makes us apply the
arbitrary mipmap heuristic even when a custom texture is used.
2018-01-10 17:51:45 +01:00
Markus Wick
22f469697b
Merge pull request #6290 from JosJuice/invalid-aspect-ratio
...
Treat invalid aspect ratio setting values as Auto
2018-01-08 13:46:30 +01:00
JosJuice
1557e6ab05
Specify underlying types for enums that get casted from integers
...
Otherwise we might get UB if the value we cast is larger than the
max value of the underlying type that the compiled picked for the enum.
I haven't done any extensive check through Dolphin to find cases
of this, I'm just fixing the cases I already know of.
2018-01-08 12:14:18 +01:00
JosJuice
a2404c42a1
Treat invalid aspect ratio setting values as Auto
2018-01-06 12:53:53 +01:00
Markus Wick
56d153f548
VideoCommon: Apply the yscale as upscaling of the XFB.
2018-01-06 10:36:33 +01:00
Jonathan Hamilton
ceb1f8c8cb
Enable shader_framebuffer_fetch blend path on ubershaders
...
Tested on a linux Intel Skylake integrated graphics with
blend_func_extended force-disabled, as it's the only platform I have
that doesn't crash with ubershaders and supports fb_fetch
2018-01-05 09:56:46 -08:00
Jonathan Hamilton
8d68adcaf3
Workaround qualcomm driver bug
...
It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
2018-01-05 09:56:46 -08:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
...
For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
Vlad Firoiu
330881ae80
Allow users to specify the encoder used for framedumping.
2018-01-03 13:23:10 +01:00
Sepalani
44935c23e0
MAX_XFB_HEIGHT: PAL value off by two fixed
2017-12-30 20:22:10 +01:00
iwubcode
50d96a4411
BPStructs: Use static cast for XFB/EFB copies
2017-12-21 21:19:26 -06:00
iwubcode
e1332b1d7e
Texture Cache Base: Move PAL vertical scaling to be baked into the texture size. This saves on a number of multiplications and fixes an issue where we were multiplying the y-scaling factor by the srcRectangle's height + 1 which was causing a crash in some GC titles
2017-12-21 21:19:26 -06:00
JosJuice
a3355a3e4a
Only use the "Scaled EFB Copy" setting for EFB, not XFB
...
The hybrid XFB PR made it apply to both EFB copies and XFB copies.
2017-12-19 12:59:36 +01:00
Emmanuel Gil Peyrot
d9c2de90c0
Reimplement EFB copy for intensity formats
...
This is the direct continuation of #5887 , and removes the last usage of
the colmat matrix in EFB copy conversion shaders.
2017-12-19 12:04:56 +01:00
Markus Wick
0bf24f549a
Merge pull request #6190 from JosJuice/is-trivially-copyable-vs
...
Remove IsTriviallyCopyable hack for VS
2017-12-19 11:15:58 +01:00
Markus Wick
5afd07c033
Merge pull request #6254 from iwubcode/frame_counter_and_advance_fix
...
Video Common: frame logic fix
2017-12-19 09:44:49 +01:00
JosJuice
4973ae9952
Rename GFX_HACK_COPY_EFB_ENABLED to GFX_HACK_COPY_EFB_SCALED
...
Not sure why it was named like this... It doesn't affect whether
the copy happens or not, only what resolution it uses.
2017-12-18 21:55:02 +01:00
iwubcode
2f7eacd08c
Video Common: move frame advance and counter logic to only happen when we actually render a frame.
2017-12-15 12:46:18 -06:00
Jonathan Hamilton
a38103afbf
Fix GLES GPU texture conversion shader
...
GLES doesn't support C-style array initialisers, so stuff like:
Type var[2] = {
VALUE_A,
VALUE_B
};
isn't supported in GLES (it was added in
GL_ARB_shading_language_420pack).
The texture conversion shader used this, so would fail to compile on
GLES.
2017-12-12 22:01:10 +00:00
Markus Wick
a70c03a1c0
Merge pull request #6249 from stenzek/texture-dump
...
Texture dumping regression fixes
2017-12-11 08:44:09 +01:00
Jonathan Hamilton
e401004766
Fix an invalid (uint < int) comparison in GLES with ubershaders
2017-12-10 10:52:32 -08:00
Stenzek
2579f8eaa5
TextureCache: Don't dump custom textures
...
They don't have a basename, therefore were being saved to empty files, and potentially can be compressed.
2017-12-10 15:31:46 +10:00
Leo Lam
ecf30cfc74
Merge pull request #6240 from JosJuice/stream-path-encoding
...
Don't use wrong encoding for paths when opening streams on Windows
2017-12-07 10:04:55 +01:00
degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
JosJuice
9d8a82e1d9
Don't use wrong encoding for paths when opening streams on Windows
2017-12-05 21:23:35 +01:00
Stenzek
d0601c0a83
TextureConversionShader: Use round() instead of roundEven() in HLSL
...
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
2017-12-06 03:33:50 +10:00
Stenzek
beb35320f6
TextureConverterShaderGen: Make generated shaders HLSL-compatible
2017-12-06 03:33:50 +10:00
Markus Wick
8bcc392d5d
Merge pull request #5887 from linkmauve/alpha-fix
...
Simplify EFB copy shaders
2017-12-03 11:21:08 +01:00
Léo Lam
67ba326ff6
VideoCommon: Fix -Wformat warnings
2017-12-02 21:48:01 +01:00
Emmanuel Gil Peyrot
85bb1d7bb0
VideoCommon: Reimplement texture format conversion
...
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/
The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat. This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
2017-12-02 19:29:01 +01:00
Markus Wick
76fbdbb06e
Merge pull request #5903 from linkmauve/fix-mp2e
...
Round values in swizzlers
2017-12-02 17:38:21 +01:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
degasus
e8febd0cef
VideoCommon: Create a namespace for TextureConversionShaderGen.
2017-12-02 15:17:39 +01:00
Markus Wick
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
...
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Stenzek
cd68b3606c
Merge pull request #6193 from stenzek/readbacks
...
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Markus Wick
96e094e127
Merge pull request #6216 from stenzek/headless-frame-dumping
...
OGL: Fix headless frame dumping
2017-11-26 11:36:10 +01:00
Jules Blok
7dd207931d
UberShaderPixel: Fix the interpolation qualifier for interface blocks.
...
Fixes MSAA on MacOS with ubershaders enabled.
2017-11-25 21:51:14 +01:00
Stenzek
32125cf181
OGL: Fix headless frame dumping
...
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek
db1d9de933
AbstractTexture: Drop slow map readback path
2017-11-22 18:49:33 +10:00
Stenzek
193763ca3a
TextureCacheBase: Don't crop last row/column of XFB copies
...
Unsure why this was happening in the first place.
2017-11-22 18:49:33 +10:00
Stenzek
6577365851
VideoCommon: Re-implement asynchronous frame dumping
...
This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek
c2cc128f1b
AbstractTexture: Implement Save using new common methods
2017-11-22 18:47:04 +10:00
Stenzek
56afebeb44
AbstractTexture: Seperate CopyRectangleFromTexture to two methods
...
ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek
f43d85921d
VideoBackends: Add AbstractStagingTexture class
...
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek
a584ccc7d8
AbstractTexture: Support BGRA8 formats
...
Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
Leo Lam
73a67aa413
Merge pull request #6204 from stenzek/downscaled-screenshots
...
Frame Dumping: Fix window-size framedumping
2017-11-22 07:53:23 +01:00
Stenzek
efb9759862
LightingShaderGen: Always calculate lighting for both color channels
...
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.
We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00
Stenzek
8985cb2f0b
Renderer: Re-implement window size frame dumping
...
This was broken by hybrid XFB, and all frame dumping/screenshots occured
at the full internal resolution.
2017-11-21 17:19:43 +10:00
Stenzek
39559f6358
VideoConfig: Remove bSupportsInternalResolutionFrameDumps
...
Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Stenzek
18c1bf19ca
VideoCommon: Use constant for number of color channels in XFMemory
2017-11-20 23:18:44 +10:00
Leo Lam
80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
...
VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
JosJuice
2ead31c769
Merge pull request #6203 from lioncash/missing-braces-warn
...
VideoCommon: Resolve -Wmissing-brace warnings
2017-11-19 08:45:13 +01:00
JosJuice
2385a03c2b
Merge pull request #6201 from lioncash/headers
...
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
2017-11-19 08:44:48 +01:00
Lioncash
518f6a3624
VideoCommon: Resolve -Wmissing-brace warnings
...
Resolves around 5 -Wmissing-brace warnings on macOS.
2017-11-19 01:49:39 -05:00
Lioncash
2bd88bdb9f
AbstractTexture: Remove a redundant constructor initializer list entry
...
This is already initialized in the class definition. This would
previously cause a -Wreorder warning on macOS, as m_config is
defined after m_currently_mapped.
2017-11-19 01:25:55 -05:00
Lioncash
364eaadfe5
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
...
Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash
5337e58284
VideoConfig: Make StereoMode an enum class
...
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
Lioncash
10697bcbe3
VideoConfig: Make AspectMode an enum class
...
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:17:56 -05:00
iwubcode
dd54617a08
TextureCacheBase: Set uninitialized XFB memory to fuchsia color
2017-11-17 22:11:34 -06:00
iwubcode
8d1cbeb25e
Hybrid XFB: Fix lint errors
2017-11-17 22:11:34 -06:00
iwubcode
61541ab243
Enhance xfb dumping to distinguish between the xfbs created from memory and the xfbs created from overlapping copies
2017-11-17 22:11:34 -06:00
iwubcode
8678e8ddd3
Texture Cache Base: Optimization to allow stitched or memory xfb textures to be looked up from cache directly if they were defined previously and their hash hasn't changed
2017-11-17 22:11:33 -06:00
iwubcode
332af8aa49
TextureCacheBase: Fix issue in Rogue Squadron 2 where overlapping textures caused a hash change which would cause us to do a lookup from memory that gave us an incorrect result in XFB2Ram
2017-11-17 22:11:33 -06:00
iwubcode
ada37ec642
TextureCacheBase: Remove vertical scaling from EFB path and have copy checks only check EFBs
2017-11-17 22:11:33 -06:00
iwubcode
7248dd47d5
Hybrid XFB: Fix lint errors
2017-11-17 22:11:32 -06:00
iwubcode
2c87a53f11
TextureCacheBase: make sure stitching rectangle bounds don't exceed the
...
texture size they are meant to represent
2017-11-17 22:11:32 -06:00
iwubcode
74610646ce
TextureCacheBase: Add XFB specific functions
2017-11-17 22:11:32 -06:00
iwubcode
4964fc87ae
Video Backends: Remove the right of the xfb region for games where the
...
VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode
a129a53e56
Video Common: Improve texture dumping to work with fifoci and
...
fifo_comparer
2017-11-17 22:11:32 -06:00
iwubcode
53684701fa
HybridXFB: Fix lint errors
2017-11-17 22:11:31 -06:00
iwubcode
65418a76f5
Video Common: Use correct aspect ratio when saving screenshots / video
2017-11-17 22:11:31 -06:00
iwubcode
1090549552
Software Backend: Force EFB/XFB to copy to ram
2017-11-17 22:11:31 -06:00
iwubcode
e6d85b0915
Video Common: Avoid 'presenting' duplicate frames by detecting when swap
...
hasn't changed since the last frame
2017-11-17 22:11:31 -06:00
iwubcode
2295d60fdc
VideoCommon: Output gamma now comes from the xfb copy
2017-11-17 22:11:30 -06:00
iwubcode
7f0834c919
Add 'immediate xfb' which reduces xfb latency at the cost of graphical errors
2017-11-17 22:11:30 -06:00
iwubcode
e33ab4117d
Video Common: Make auto IR work with HybridXFB
2017-11-17 22:11:30 -06:00
iwubcode
76b775d5be
Video Common: Add XFB decoding via the GPU
2017-11-17 22:11:30 -06:00
iwubcode
4d13f69dc1
Remove TODOs
2017-11-17 22:11:29 -06:00
iwubcode
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
iwubcode
081b92b8a7
Video Common: Only update FPS when frame is renderered which yields more
...
accurate results
2017-11-17 22:11:29 -06:00
iwubcode
b285188de1
Video Backends: Implement vertical scaling for xfb copies. This fixes the
...
display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode
5a372020ea
FifoPlayer: Generate fake VideoInterface updates
2017-11-17 22:11:29 -06:00
iwubcode
2cd9565b18
Add an additional flag fo 'XFB Copy'
2017-11-17 22:11:29 -06:00
iwubcode
65cd085f9b
Add new GUI option to skip XFBToRam and remove old XFB options
2017-11-17 22:11:28 -06:00
iwubcode
198d3b69b4
Add ability to dump xfb copies to texture for debugging purposes
2017-11-17 22:11:28 -06:00
iwubcode
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00
iwubcode
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
JosJuice
8ad5ea2ede
Call Do for every member of SCPFifoStruct individually
...
We need this because VS currently doesn't consider
std::is_trivially_copyable<typename
std::remove_volatile<SCPFifoStruct>::type>::value
to be true and because no compiler should consider it
to be true if we replace the volatiles with atomics.
2017-11-13 19:51:16 +01:00
Lioncash
8e654528fc
VideoConfig: Add const specifier to IsVSync() member function
...
This member function doesn't alter VideoConfig's state.
2017-11-10 22:23:15 -05:00
Anthony
4dc425b9c9
Merge pull request #6158 from Tomcc/master
...
Improved arbitrary mipmap detection (Mario Sunshine water fix)
2017-11-09 18:06:58 -08:00
Tommaso Checchi
aa23684d66
Improved detection: it doesn't desaturate the input anymore (woops) also it makes its own whole chain! This way it "notices" much better gradual divergences. Fixes Mario Sunshine, moss on the window in Zelda TP
2017-11-06 21:49:48 -08:00
JosJuice
a310cbec8e
Fix incorrect handling of auto IR
...
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Tommaso Checchi
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
Markus Wick
802fda26ab
Merge pull request #6093 from endrift/fix-efb-overflow
...
VideoCommon: Fix overflow trying to access outside of EFB bounds
2017-10-26 21:01:27 +02:00
Leo Lam
0eafb2f2a2
Merge pull request #6110 from lioncash/texture-config-hash
...
TextureConfig: Specialize std::hash for TextureConfig
2017-10-11 11:07:09 +02:00
Stenzek
edb5f855c2
VideoConfig: Prevent race condition on g_Config when refreshing
...
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
2017-10-10 23:56:33 +10:00
Lioncash
c8af9e5f7b
TextureConfig: Specialize std::hash for TextureConfig
...
This allows the hashing for TextureConfig instances to automatically be resolved instead of needing to directly specify it all the time.
2017-10-08 23:55:14 -04:00
Vicki Pfau
e0a326a493
VideoCommon: Fix overflow trying to access outside of EFB bounds
2017-10-01 12:09:16 -07:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
340aabbb06
VideoCommon: Add helpers for generating common render states
2017-09-11 20:01:52 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
...
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
134daf3b00
Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
...
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
2017-09-07 17:05:43 +10:00
Stenzek
b573319f8f
D3D: Fix shader compile error with logicop and alpha test enabled
2017-09-07 11:48:01 +10:00
Stenzek
84f8ebd95f
VideoBackends: Clear uid bits that are unused for the current backend
...
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Stenzek
6d32cce2f5
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-05 23:49:42 +10:00
Anthony
ee6930a231
Merge pull request #6013 from stenzek/d3d-logic-op
...
D3D: Implement logic op support
2017-09-03 19:26:50 -07:00
Anthony
26e777d80b
Merge pull request #5337 from stenzek/d3d-common-blending-state
...
D3D: Use blending state from VideoCommon
2017-09-03 19:25:46 -07:00
Mat M
edf4bfaf5f
Merge pull request #5989 from lioncash/constantmgr
...
ConstantManager: Use std::array where applicable
2017-09-03 13:18:10 -04:00
Jules Blok
75574ec6cc
Merge pull request #5946 from stenzek/ubershader-stereo-texture-samples
...
UberShaderPixel: Fix sampling of EFB copies in stereo modes
2017-09-03 12:26:52 +02:00
Stenzek
0622979d3b
ShaderGen: Support writing integer colors when logic op is enabled
...
This is required for D3D to support logic op.
2017-09-03 16:33:25 +10:00
Stenzek
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
...
This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek
22b8cbae35
RenderBase: Drop SetColorMask and SetLogicOpMode
...
These are now incorporated into the blend state for all backends.
2017-09-03 14:14:54 +10:00
Stenzek
7a4348b641
Merge pull request #5649 from JonnyH/WIP/disable-vk-clear-renderpass
...
Add DriverDetails::BUG to Disable "LoadOp" clear renderpass in vulkan
2017-09-03 13:49:51 +10:00
Pierre Bourdon
425a8cb378
Merge pull request #5718 from mimimi085181/partial-updates-update
...
Update to partial texture updates
2017-09-03 03:16:55 +02:00
Mat M
657195fad5
Merge pull request #6006 from JonnyH/WIP/parse-imgtec-gl_version-string
...
Parse IMGTEC's GL_VERSION string format
2017-09-02 17:10:59 -04:00
Markus Wick
30e01834e2
Merge pull request #6002 from lioncash/include
...
CommandProcessor: Remove unnecessary include
2017-09-02 23:05:58 +02:00
Jonathan Hamilton
658a4a6e29
Mark an ImgTec driver bug as fixed in 1.8@4693462
...
Now we correctly parse ImgTec's GL_VERSION string we can actually use
the BugInfo's version stuff correctly here
2017-09-02 14:05:16 -07:00
Lioncash
6f97e3faa6
AsyncShaderCompiler: use std::make_unique in CreateWorkItem()
...
Same behavior, simpler code.
2017-09-02 14:08:00 -04:00
Lioncash
62615c601e
AsyncShaderCompiler: Forward arguments to the specified type's constructor in CreateWorkItem()
...
As this just hands off the arguments to another type's constructor,
perfect forwarding should be used here to preserve any potential move semantics.
2017-09-02 14:06:48 -04:00
Lioncash
f6e3a39c0e
CommandProcessor: Remove unnecessary include
...
Gets rid of some indirect inclusion.
2017-09-02 13:34:21 -04:00
Jonathan Hamilton
62e8d25cd1
Add Bug to Disable "LoadOp" clear renderpass in vulkan
...
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.
This fixes the windwaker intro "smearing"
2017-08-28 18:01:35 -07:00
Jonathan Hamilton
11057649ee
Add VideoLogic (ImgTec) PCI ID
2017-08-28 18:01:16 -07:00
Lioncash
9c1f9c1c00
ConstantManager: Use std::array where applicable
...
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).
It also makes cases where we use array->pointer decay explicit.
2017-08-27 15:41:36 -04:00
Chris Burgener
cc03e49024
Remove FFMPEG check for Renderer::IsFrameDumping()
2017-08-24 11:15:50 -04:00
JosJuice
09f3f9b41a
Remove NonCopyable
...
The class NonCopyable is, like the name says, supposed to disallow
copying. But should it allow moving?
For a long time, NonCopyable used to not allow moving. (It declared
a deleted copy constructor and assigment operator without declaring
a move constructor and assignment operator, making the compiler
implicitly delete the move constructor and assignment operator.)
That's fine if the classes that inherit from NonCopyable don't need
to be movable or if writing the move constructor and assignment
operator by hand is fine, but that's not the case for all classes,
as I discovered when I was working on the DirectoryBlob PR.
Because of that, I decided to make NonCopyable movable in c7602cc
,
allowing me to use NonCopyable in DirectoryBlob.h. That was however
an unfortunate decision, because some of the classes that inherit
from NonCopyable have incorrect behavior when moved by default-
generated move constructors and assignment operators, and do not
explicitly delete the move constructors and assignment operators,
relying on NonCopyable being non-movable.
So what can we do about this? There are four solutions that I can
think of:
1. Make NonCopyable non-movable and tell DirectoryBlob to suck it.
2. Keep allowing moving NonCopyable, and expect that classes that
don't support moving will delete the move constructor and
assignment operator manually. Not only is this inconsistent
(having classes disallow copying one way and disallow moving
another way), but deleting the move constructor and assignment
operator manually is too easy to forget compared to how tricky
the resulting problems are.
3. Have one "MovableNonCopyable" and one "NonMovableNonCopyable".
It works, but it feels rather silly...
4. Don't have a NonCopyable class at all. Considering that deleting
the copy constructor and assignment operator only takes two lines
of code, I don't see much of a reason to keep NonCopyable. I
suppose that there was more of a point in having NonCopyable back
in the pre-C++11 days, when it wasn't possible to use "= delete".
I decided to go with the fourth one (like the commit title says).
The implementation of the commit is fairly straight-forward, though
I would like to point out that I skipped adding "= delete" lines
for classes whose only reason for being uncopyable is that they
contain uncopyable classes like File::IOFile and std::unique_ptr,
because the compiler makes such classes uncopyable automatically.
2017-08-22 16:40:34 +02:00
N.E.C
ebda7db437
VideoCommon: Fix bug #10464 (RA4 format not handled in TextureDecoder)
2017-08-21 10:22:15 -07:00
Jules Blok
390f3f13ba
RenderState: Fix incorrect blending factors when removing the color usage.
2017-08-21 16:33:10 +02:00
Stenzek
a7f217c3f4
UberShaderPixel: Fix sampling of EFB copies in stereo modes
2017-08-20 18:08:24 +10:00
Anthony
6a272f22de
Merge pull request #5478 from stenzek/vulkan-nvidia
...
Vulkan: Don't use vkCmdClearAttachments on NVIDIA with MSAA
2017-08-14 13:12:41 -07:00
Stenzek
f8a64ab1fc
UberShaderPixel: Use an if trees instead of switch statements on GL
...
The switch statements in these functions appear to get transformed into
an if..else chain on NVIDIA's OpenGL/Vulkan drivers, resulting in lower
performance than the D3D counterparts. Transforming the switch into a
binary tree of ifs can increase performance by up to 20%.
2017-08-12 00:16:19 +10:00
Leo Lam
c91211b6ce
Merge pull request #5867 from leoetlino/widescreen
...
GameINI: Replace Wii.Widescreen with AspectRatio
2017-08-11 18:23:54 +08:00
Léo Lam
b2c41cec0a
Config: Include SYSCONF in base layer
...
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
2017-08-11 15:36:31 +08:00
Leo Lam
e41a9905c0
Merge pull request #5744 from JosJuice/remove-non-integer-irs
...
Remove non-integer IRs
2017-08-10 17:10:26 +08:00
N.E.C
b52aff7966
VideoCommon: Fix typo in comments introduced by #5849
2017-08-09 00:02:27 -07:00
JosJuice
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
Emmanuel Gil Peyrot
1b32751367
VideoCommon: Round values in swizzlers.
...
This was breaking Metroid Prime 2: Echoes’s scanner in some rooms, such
as the one in https://fifoci.dolphin-emu.org/dff/mp2-scanner/
It was found on Ivy Bridge on Mesa, the alpha value read back from the
EFB was off-by-4 in multiple objects, which was a conversion error
because int4() is equivalent to floor() and the value wasn’t always
higher.
2017-08-07 20:20:36 +02:00
mimimi085181
cdbd9863b4
Keep textures that are overwritten by efb copies, if the stride matches
...
This is supposed to get efb2tex to the same texture as efb2ram, by applying the related efb copies as updates after each other, in the order of their creation.
2017-08-06 03:13:57 +02:00
mimimi085181
4e8ff42503
Do not load overwritten textures by hash
...
In this case, comparing the hash is not enough to check, if two textures are identical.
2017-08-06 03:13:57 +02:00
mimimi085181
a21ac22e07
fix stored memory stride for normal textures
2017-08-06 03:13:57 +02:00
Léo Lam
e58ba76f07
Don't force the aspect ratio in GameINIs
...
Instead, add a SuggestedAspectRatio option which tells Dolphin which
aspect ratio to use when the aspect ratio option is set to Auto.
2017-08-05 14:27:16 +08:00
N.E.C
c3a57bbad5
Video: Clearly separate Texture and EFB Copy formats
...
Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Stenzek
7f88711186
Vulkan: Add a driver bug for NV when MSAA is enabled
...
This causes the card to lock up when vkCmdClearAttachments is called,
when multisampling is enabled. Seems to be restricted to Maxwell and
newer?
2017-08-03 17:40:15 +10:00
Stenzek
d0bcdc7f89
Merge pull request #5858 from stenzek/ubershader-6-bit-color
...
Ubershaders: Fix 6-bit color truncation not being applied
2017-08-02 20:10:34 +10:00
Stenzek
fe65b26d53
Merge pull request #5834 from stenzek/bc7
...
Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
Stenzek
63305e9173
HiresTextures: Support loading BC7 (BPTC) from DDS files
2017-08-01 11:59:38 +10:00
Stenzek
852e30bb8c
Ubershaders: Fix 6-bit color truncation not being applied
2017-08-01 00:01:09 +10:00
Stenzek
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
...
This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Stenzek
b154edb4fb
VideoCommon: Move WM_USER_CREATE message to after backend initialization
...
Fixes the mouse cursor being left visible after ubershader
precompilation when the hide option is checked.
2017-07-30 17:43:59 +10:00
Stenzek
d54ca2a16a
PixelShaderGen: Don't include host early z support in UID
...
Disable it at shader generation time instead. This way the UIDs are
sharable.
2017-07-30 17:43:59 +10:00
Stenzek
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
Stenzek
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
...
At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek
e17efb1d8d
ShaderGen: Use consistent variable names for texture coordinates
2017-07-30 17:43:59 +10:00
Stenzek
25338c53e0
NativeVertexFormat: Drop unused virtual method SetupVertexPointers
2017-07-30 17:43:59 +10:00
Stenzek
81b4ed2a81
Vulkan: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
cd502990fa
OGL: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
901bf9c257
VideoConfig: Add config options for ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
745d541527
ShaderGen: Implement vertex ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
7d78cf0f6f
ShaderGen: Implement pixel ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
07591e7d5c
PixelShaderGen: Move header generation to seperate function
2017-07-30 17:43:59 +10:00
Stenzek
c783cd2aaf
GeometryShaderGen: Add UID enumeration functions
2017-07-30 17:43:59 +10:00
Stenzek
38c48ff72e
VertexLoaderManager: Add methods to generate "uber" vertex formats
...
These vertex formats enable all attributes. Inactive attributes are set
to offset=0, and the smallest type possible. This "optimization" stops
the NV compiler from generating variants of vertex shaders.
2017-07-30 17:43:59 +10:00
Stenzek
f48ef65bec
XFMemory: Convert several registers to bitfields
2017-07-30 17:43:59 +10:00
Scott Mansell
479abde9f4
BPMemory: Convert a number of unions to BitFields
2017-07-30 17:43:59 +10:00
Stenzek
0a9574eaa1
VideoCommon: Add AsyncShaderCompiler class implementation
2017-07-30 17:43:59 +10:00
Stenzek
621287e7eb
VideoCommon: Improve precision of FPS counter
2017-07-30 12:38:48 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
...
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
d1381f5021
VideoConfig: Add host config union
...
Contains all host state that can affect shadergen.
2017-07-20 17:46:59 +10:00
Stenzek
82c27182a8
ShaderGen: Remove host state from shader uids
2017-07-20 17:46:59 +10:00
Anthony
ab5a5ee3ea
Merge pull request #5726 from mimimi085181/minimal-tmem-cache-emulation
...
Implement minimal emulation of TMEM caching
2017-07-11 22:49:19 -07:00
Leo Lam
b6c3479bb4
Merge pull request #5720 from JosJuice/file-metadata
...
FileUtil: Redesign Exists/IsDirectory/GetSize
2017-07-11 00:28:34 +02:00
mimimi085181
53663c00b9
Implement minimal emulation of TMEM caching
...
This is a remake of https://github.com/dolphin-emu/dolphin/pull/3749
Full credit goes to phire.
Old message:
"If none of the texture registers have changed and TMEM hasn't been invalidated or changed in other ways, we can blindly reuse the old texture cache entries without rehashing.
Not only does this fix the bloom effect in Spyro: A Hero's Tail (The game abused texture cache) but it will also provide speedups for other games which use the same texture over multiple draw calls, especially when safe texture cache is in use."
Changed the pr per phire's instructions to only return the current texture(s) if none of the texture registers were changed. If any texture register was changed, fall back to the default hashing and rebuilding textures from memory.
2017-07-10 01:49:27 +02:00
Jules Blok
8476d0271d
PixelShaderGen: Add missing inputs.
...
This fixes a linkage warning in D3D because of mismatched inputs.
2017-07-05 22:43:39 +02:00
Jules Blok
179602e921
D3D: Add quad-buffer stereoscopy support.
2017-07-05 22:43:39 +02:00
JosJuice
5ca3aee00a
FileUtil: Add a class for Exists/IsDirectory/GetSize
...
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
2017-06-29 19:07:29 +02:00
Shawn Hoffman
ed8f293b4f
Change "blocking" BlockingLoop::Stop to give up and die after a timeout.
...
This fixes the global-static fifo object causing infinite hangs in some
cases. Notably, failure to initialize a graphics backend would result in
BlockingLoop::Prepare being called but never executing Run(), leaving the
object in a bad state.
2017-06-25 20:47:30 -07:00
Shawn Hoffman
c5fa470ad8
replace DoFileSearch with optimized version
2017-06-23 17:25:53 -07:00
Lioncash
59a947d41d
AbstractTexture: Return config by const reference
...
Returning by const value isn't really necessary (and usually an indicator const reference was intended).
2017-06-18 23:38:42 -04:00
Lioncash
07cddf6f7f
AbstractTexture: Add missing includes (and remove unnecessary ones)
2017-06-18 23:29:22 -04:00
Lioncash
0c57543205
VideoCommon: Fix VS filter for AbstractTexture.cpp
...
This would cause failures when building with VS.
2017-06-18 22:58:02 -04:00
shuffle2
e63c337830
Merge pull request #5305 from iwubcode/abstract_texture
...
Abstract Texture
2017-06-18 12:57:05 -07:00
Stenzek
68fef47aef
Merge pull request #5314 from stenzek/revert-efb-source-truncation
...
TextureConversionShader: Use integer math for truncating EFB format
2017-06-17 15:21:48 +10:00
Stenzek
adebe2239e
TextureConversionShader: Use integer math for truncating EFB format
2017-06-17 12:17:09 +10:00
Leo Lam
bc9c9b9fe4
Merge pull request #5594 from MerryMage/phack
...
Cleanup Projection Hack
2017-06-16 18:36:39 +02:00
JosJuice
cf94ce6305
Add a namespace to OpenFStream
...
For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
JosJuice
f09ceaa735
Move IOFile to a separate file
...
Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
MerryMage
f8a99ca192
VertexShaderManager: Rename projection hack variables
2017-06-15 16:38:10 +01:00
iwubcode
e4896d39bd
Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat
2017-06-13 00:41:56 -05:00
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
MerryMage
a0b41c83e7
VideoConfig: Remove bRunning
...
Value was set but not used.
2017-06-11 15:06:12 +01:00
Léo Lam
774587cbd1
VideoConfig: Remove useless header includes
2017-06-10 20:25:27 +02:00
Léo Lam
0e85c47237
VideoConfig: Remove manual panic alert setting load
...
This code hadn't been touched since 2010. Nowadays, the panic alert
setting is loaded by ConfigManager and applied in UICommon.
VideoConfig has no business messing with it.
2017-06-10 20:24:18 +02:00
Shawn Hoffman
5480efdff2
video: change multisample/AA setting to u32
2017-06-07 20:20:25 -07:00
Shawn Hoffman
9357cee2ef
do not assign in conditional statements
2017-06-07 20:09:44 -07:00
Shawn Hoffman
e6c15e993b
quiet some sign-conversion-in-parameter warnings
2017-06-07 20:09:43 -07:00
Shawn Hoffman
e1a3e41bf3
fix various instances of -1 being assigned to unsigned types
2017-06-07 19:52:07 -07:00
Shawn Hoffman
be7c6a0819
msvc: disable warning about using setjmp w/c++ objects in scope
2017-06-07 19:52:07 -07:00
shuffle2
c8166951a0
Merge pull request #5418 from MerryMage/config-again-and-again
...
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
shuffle2
98eb192226
Merge pull request #5312 from ligfx/cleanupupdatedrawrectangle
...
RenderBase: clean up UpdateDrawRectangle
2017-06-05 20:03:56 -07:00
Shawn Hoffman
7431dd3dce
msbuild: make Externals inclusion methods uniform
2017-06-03 18:20:41 -07:00
Shawn Hoffman
a3caa14ade
remove duplicate code in msbuild files
2017-06-03 18:20:40 -07:00
Shawn Hoffman
397720a9fe
might as well update yet some more pointless version numbers..
2017-06-03 18:20:40 -07:00
MerryMage
f5f45855f0
GameConfigLoader: Add GFX Game INI translations
2017-06-03 18:13:02 +01:00
shuffle2
3443454ba2
Merge pull request #5271 from JosJuice/allow-aslr
...
Allow (but don't force) ASLR
2017-06-02 21:53:02 -07:00
BhaaL
072c161445
upgrade to Windows SDK 10.0.15063.0
...
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Michael Maltese
3ca03373ae
MSVC: define HAVE_FFMPEG
2017-05-26 00:53:58 -07:00
Michael Maltese
53acd25de4
Rename define HAVE_LIBAV->HAVE_FFMPEG
2017-05-26 00:53:58 -07:00
Michael Maltese
d951d2e4c4
CMake: libav/ffmpeg cleanups
...
Use @Orphis's FindFFmpeg module from ppsspp:
2149d3db7f
From that commit:
> This new module should be able to handle both libraries in the regular
> paths and fallback to pkg-config.
> It is also able to find dynamic libraries, not just static libraries.
> It will generate imported targets with the name FFmpeg::<lib> that you
> can use in your scripts.
2017-05-26 00:53:58 -07:00
Pierre Bourdon
d592bdd4d4
Migrate to Visual Studio 2017.
...
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
JosJuice
4b4cf509f8
Remove code for only allocating low memory
...
This is unnecessary when we have position-independent code.
2017-05-20 09:35:53 +02:00
Helios747
a465c483f3
Remove D3D12
2017-05-18 17:01:12 -07:00
Jonathan Hamilton
35caf48d7d
Add a workaround for a PowerVR glsl compiler bug
...
It seems it doesn't like negating arguments for bitops, so suff like
"var <<= (-othervar);"
fails to compile
2017-05-03 19:33:56 -07:00
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
de348fc952
HiresTextures: Support loading uncompressed .DDS files
...
Will load files with formats RGBA8, RGBX8, BGRA8, BGRX8, RGB8.
2017-04-29 13:46:43 +10:00
Stenzek
20cbef8e9f
HiresTextures: Move the maximum mip level check from DDS to main loader
...
This way that the mip count check occurs on .png and uncombined DDS
textures as well.
2017-04-29 13:46:43 +10:00
Stenzek
a6a13f51c1
HiresTextures: Support DXT10 extended header in DDS loader
2017-04-29 13:46:43 +10:00
Stenzek
8761c8244d
HiresTextures: Load full mipmap chain from DDS files
...
This removes the need for multiple texture files to store the mipmap
chain for a texture. As many mipmaps will be loaded as are present in
the DDS file, and any remaining mipmaps will fall back to the old
behavior.
2017-04-29 13:46:43 +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
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
Michael Maltese
3158a5bc35
RenderBase: clean up UpdateDrawRectangle
2017-04-24 00:39:25 -07:00
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
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
Michael Maltese
05b4d14bf0
TextureConversionShader: fix syntax error
...
Fixes a situation where the following invalid GLSL code is generated:
```glsl
float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb;
float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0;
float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb;
float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0;
```
2017-04-12 14:23:25 -07:00
Stenzek
e9850aa0f2
VideoBackends: Support updated texture encoding shader generators
2017-04-12 00:11:22 +10:00
Stenzek
3847e226ab
TextureConversionShader: Consider source format of EFB for EFB2RAM
...
Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
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
Scott Mansell
e6476b805e
Merge pull request #5008 from ligfx/aspectheuristic
...
VideoCommon: rework anamorphic widescreen heuristic
2017-04-10 11:30:34 +12:00
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
Lioncash
671b5f9747
RenderBase: Return a tuple from CalculateTargetScale instead of using out parameters
2017-04-09 14:41:51 -04:00
Lioncash
cc803db042
RenderBase: Eliminate renderer global accesses within the Renderer class
...
There's no need to access these globals, the instance itself has access
to these data members and functions.
2017-04-08 20:15:39 -04:00
Lioncash
caf25653d8
RenderBase: const correctness
2017-04-08 20:11:29 -04:00
Mat M
59d93f3a0d
Merge pull request #5219 from lioncash/common
...
FileSearch: Namespace functions under the Common namespace
2017-04-08 17:19:00 -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
Michael Maltese
cef5bd4a09
TextureCacheBase: remove duplicated variable
...
Fixes warning:
```
Source/Core/VideoCommon/TextureCacheBase.cpp:869:17: warning: declaration shadows a local variable [-Wshadow]
const u8* tlut = &texMem[tlutaddr];
^
Source/Core/VideoCommon/TextureCacheBase.cpp:784:13: note: previous declaration is here
const u8* tlut = &texMem[tlutaddr];
^
```
2017-04-06 13:52:42 -07:00
Stenzek
fdf2efdac6
TextureConversionShader: Add missing swap for index of C14X2 textures
2017-04-06 23:29:40 +10:00
Stenzek
c6075f4c36
TextureConversionShader: Fix compile error in C14X2 decoder
2017-04-06 13:59:06 +10:00
Michael Maltese
d10d09ccc1
VideoCommon: rework anamorphic widescreen heuristic
...
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.
This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.
I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:
Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000
The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
Scott Mansell
4c0a392698
Merge pull request #4715 from iwubcode/efb_copy_corruption_at_higher_ir
...
Add configurable toggle to round vertices to nearest pixel
2017-04-05 19:41:52 +12:00
Michael Maltese
e9e3226026
TextureCacheBase: fix custom textures not being loaded
...
Fixes bug #10183 [0] introduced by 3bd184a
/ PR #4467 [1].
TextureCacheBase was no longer calling `entry->Load` for custom textures
since the compute shader decoding logic was added. This adds it back in.
It also slightly restructures the decoding if-group to match the one
below, which I think makes the logic more obvious.
(recommend viewing with `git diff -b` to ignore the indentation changes)
[0]: https://bugs.dolphin-emu.org/issues/10183
[1]: https://github.com/dolphin-emu/dolphin/pull/4467
2017-04-04 14:34:46 -07:00
iwubcode
a9d08a31a6
Add configurable toggle that rounds vertices to the nearest pixel when
...
w=1. This fixes some games at higher IRs.
2017-04-04 09:52:18 -05:00
Stenzek
79ba946d70
VideoCommon: Changes to TextureCache to support decoding in backend
2017-04-01 12:32:10 +10:00
Stenzek
6ffc16d1b0
VideoCommon: Add texture decoding shader generators
2017-04-01 12:32:10 +10:00
Stenzek
82fd984f3e
VideoBackends: Add configuration field for GPU texture decoding
2017-04-01 12:32:05 +10:00
Stenzek
b987f220e1
VideoBackends: Add support flag for compute shaders
2017-04-01 12:31:41 +10:00
Lioncash
41fbc659bf
Fifo: Remove unnecessary integral casts
...
FIFO_SIZE is a u32, so %u can just be used instead.
2017-03-28 10:35:26 -04:00
Matthew Parlane
85d74a506f
Merge pull request #4951 from waddlesplash/haiku-2
...
Initial support for Haiku.
2017-03-28 17:19:35 +13:00
Augustin Cavalier
0831dad467
Initial support for Haiku.
2017-03-27 23:46:19 -04:00
Matthew Parlane
94dd435336
Merge pull request #5176 from lioncash/retval
...
VertexLoader: Return debug strings by value
2017-03-28 15:38:32 +13:00
Lioncash
9ebd84e54a
VertexLoaderManager: Return debug strings by value
...
This also renames AppendListToString to VertexLoadersToString.
2017-03-26 23:50:09 -04:00
Lioncash
9859533ab4
VertexLoaderBase: Return debug strings by value
...
An out parameter for this sort of thing is a C++03 hold-over. This also
renames AppendToString to ToString.
2017-03-26 23:49:59 -04:00
Lioncash
d44844ba29
XFStructs: Get rid of an unnecessary pointer cast
...
Also gets rid of implicit sign conversions.
2017-03-26 23:09:30 -04:00
Lioncash
62db55dee2
Fifo: const correctness
...
PushFifoAuxBuffer only memcpys data using ptr as the source pointer, so
it can be a pointer to const data because of that.
2017-03-26 23:08:33 -04:00
Lioncash
8033a72f0b
VertexLoaderBase: Use std::array where applicable
2017-03-26 22:12:20 -04:00
Lioncash
57c21b9576
TextureCacheBase: Convert bound_textures from a C array to a std::array
...
Prevents array-to-pointer decay and simplifies some code.
2017-03-25 14:53:25 -04:00
Markus Wick
4b5995a6e0
Merge pull request #5138 from lioncash/init
...
VertexLoaderBase: In-class initialize class members where applicable
2017-03-23 15:15:32 +01:00
Lioncash
da2e34f69b
VertexLoaderBase: In-class initialize class members where applicable
...
Same thing, less code.
2017-03-23 08:37:18 -04:00
degasus
ca8d9e2215
TextureCache: Don't lock freed rendertargets for one frame.
...
New Super Mario Bros on PAL still renders at 60 fps, but skips every 5th XFB copy.
So our detection of "per frame" fails, and we require twice the amound of texture objects.
But our pool frees unused textures after 3 frames, so half of them needs to be reallocated
every few frames.
This commit removes the lock for render targets. It was introduced to not update a texture
while it is still in use. But render targets aren't updated while rendering, so this
lock isn't needed. Non-rendertarget textures however aren't as dynamic, so the lock should
have no performance update.
2017-03-22 23:28:42 +01:00
Markus Wick
5cc55f0fe3
Merge pull request #5096 from Armada651/anything-with-a-viewport
...
VertexShaderGen: Correct for negative viewport dimensions.
2017-03-20 10:55:56 +01:00
Jules Blok
cbfb07152f
VertexShaderGen: Correct for negative viewport dimensions.
2017-03-16 12:34:19 +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
de940a5fd6
VideoConfig: add bSupportsFragmentStoresAndAtomics
2017-03-15 17:20:47 -07:00
Markus Wick
31bb41c532
Merge pull request #4973 from z0z0z/master
...
Disable pinned memory for AMD mesa drivers
2017-03-14 10:02:05 +01:00
Jules Blok
0a2b58c896
OGL: Remove support for NV_depth_buffer_float.
...
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Markus Wick
7b19475911
Merge pull request #4548 from stenzek/gcc-sse
...
Support SSSE3 texture decoders and CRC32 hashing on non-native builds (gcc)
2017-03-13 14:28:01 +01:00
Markus Wick
e99cd57eb3
Merge pull request #4935 from Armada651/depth-range-fix
...
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Jules Blok
3f41e6d4cf
RenderBase: Check if early ztest is enabled before falling back to vertex depth range.
2017-03-10 15:43:32 +01:00
Markus Wick
ef74c5eabd
Merge pull request #5051 from stenzek/renderer-fixes
...
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice
ced1614cac
Unify the way of setting game ID, title ID, revision
...
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
Stenzek
2cd240af0d
VideoBackends: Move max texture size to VideoConfig
...
This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Stenzek
4012166085
VideoCommon: Fix crash at startup with virtual XFB enabled
2017-03-09 23:39:48 +10:00
Markus Wick
489d90b6f3
Merge pull request #4999 from stenzek/renderer-statics
...
VideoCommon: Eliminate static state in Renderer
2017-03-08 11:02:20 +01:00
Markus Wick
9c1eac1f4f
Merge pull request #4944 from vladfi1/framedump
...
Framedump extensions
2017-03-08 11:01:53 +01:00
Markus Wick
a911d256a7
Merge pull request #5018 from Tilka/trunc
...
VideoCommon: remove unnecessary trunc()
2017-03-08 11:01:17 +01:00
Vlad Firoiu
096f58b172
Save new framedump options.
2017-03-08 01:38:40 -08:00
Vlad Firoiu
71c0e30655
Appease linter.
2017-03-05 17:29:46 -08:00
Vlad Firoiu
fbff74c1eb
Warn on invalid video codec.
2017-03-05 17:08:59 -08:00
Vlad Firoiu
9155af5103
GetDumpPath function.
2017-03-05 17:08:59 -08:00
Vlad Firoiu
8c24387509
Use ffv1 if user requests it.
2017-03-05 17:08:59 -08:00
Tillmann Karras
8a72e84ece
VideoCommon: remove unnecessary trunc()
2017-03-05 01:53:54 +00:00
Stenzek
459a5ab554
Android: Move screenshot waiting logic to Renderer
2017-03-04 16:53:16 +10:00
Stenzek
811eafda57
VideoCommon: Store last window request width/height
...
This avoids the need to send a window resize event every frame.
2017-03-04 16:53:12 +10:00
Stenzek
00a0a91513
VideoCommon: Move last EFB scale handling to CalculateTargetSize
2017-03-04 16:53:07 +10:00
Stenzek
afc25fdca0
VideoCommon: Rename Renderer s_ prefixes to m_
2017-03-04 16:42:21 +10:00
Stenzek
238a70b006
VideoCommon: Move some common initialization logic to RenderBase
2017-03-04 16:42:16 +10:00
Stenzek
277829d842
VideoCommon: Eliminate static state in Renderer
2017-03-04 16:39:50 +10:00
Lioncash
552c0d8404
Common: Move byte swapping utilities into their own header
...
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
Markus Wick
7982ba120f
Merge pull request #4995 from lioncash/normalize
...
CMakeLists: Normalize whitespace
2017-03-02 11:51:06 +01:00
Lioncash
ee61bd6f2e
CMakeLists: Normalize whitespace
...
Normalizes tabs to spaces to follow our codebase's indentation style.
2017-03-01 14:53:23 -05:00
Jules Blok
83bd74aef0
Merge pull request #4974 from gamemasterplc/master
...
Widescreen Hack improvement
2017-03-01 02:17:33 +01:00
Lioncash
5ed55ffb34
PixelEngine: Move enum constants into the PixelEngine namespace
...
Gets some identifier names out of the global namespace.
2017-02-28 07:01:50 -05:00
Vlad Firoiu
a3af5b09d3
error logs
2017-02-27 23:45:35 -08:00
Vlad Firoiu
6b1910a078
Appease global header warning.
2017-02-27 23:45:35 -08:00
Vlad Firoiu
f82e3de763
Dump to arbitrary URLs.
2017-02-27 23:45:34 -08:00
Vlad Firoiu
21e66e60e3
Configable dump codec.
2017-02-27 23:45:12 -08:00
Vlad Firoiu
a1a9e488a5
XVID FourCC for MPEG-4 codecs.
2017-02-27 23:44:33 -08:00
Vlad Firoiu
d4686aa1a7
More warnings for AVIDump.
2017-02-27 23:44:33 -08:00
Vlad Firoiu
86a8382376
Arbitrary dump formats.
2017-02-27 23:44:29 -08:00
Vlad Firoiu
1723645c99
guess format before allocating context
2017-02-27 23:43:15 -08:00
Vlad Firoiu
8fb2eb889d
Handle delayed frames at the end of the movie.
2017-02-27 23:43:15 -08:00
Anthony
ed6a46a193
Merge pull request #4958 from RisingFog/avidump_bitrate
...
Add configurable video dump bitrate to INI
2017-02-27 10:15:19 -08:00
Anthony
63c5230d9b
Merge pull request #4959 from lioncash/ini
...
IniFile: Handle s64/u64 values
2017-02-27 10:02:53 -08:00
Anthony
b16cebc297
Merge pull request #4978 from ligfx/avidumpclosefiles
...
AVIDump[regression]: close avio handles
2017-02-27 09:39:40 -08:00
Jules Blok
f5d14e3691
Merge pull request #4933 from Armada651/disable-cache
...
VideoBackends: Add a developer option to disable the shader cache.
2017-02-27 17:35:01 +01:00
Michael Maltese
621472336c
AVIDump[regression]: close avio handles
2017-02-26 23:26:31 -08:00
gamemasterplc
4c4a96bfc5
Widescreen Hack improvement
...
Fixes Projection alignment in some N64 VC games. The original code forgot to multiply rawProjection[1] and rawProjection[3].
2017-02-26 12:55:57 -06:00
z0z0z
005e6796b8
Disable pinned memory for AMD mesa drivers
2017-02-26 10:49:28 -05:00
Jules Blok
a15555fe03
VideoBackends: Use vertex shader depth range if ztexture is used.
2017-02-26 11:34:48 +01:00
Chris Burgener
bfb17d5a9e
Add configurable video dump bitrate to INI
2017-02-25 23:58:21 -05:00
Lioncash
beec40f178
IniFile: Handle s64/u64 values
2017-02-25 00:03:20 -05:00
Jules Blok
94522d4cf3
OGL: Add support for glDepthRangedNV to handle oversized depth ranges.
2017-02-24 14:54:16 +01:00
Anthony
4e93002adb
Merge pull request #4800 from JosJuice/movie-dual-core-determinism
...
Remove special condition for auto dual core determinism
2017-02-23 13:19:39 -08:00
Jules Blok
21967b1f6e
VideoBackends: Add a developer option to disable the shader cache.
...
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Stenzek
b8eb1080ce
Merge pull request #4924 from stenzek/vulkan-list-restart
...
Vulkan: Fix GPU hangs on AMD Polaris
2017-02-18 21:58:30 +10:00
Markus Wick
6acad27919
Merge pull request #4927 from lioncash/unique-ptr
...
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
2017-02-18 12:40:00 +01:00
Lioncash
1fa81f24d3
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
...
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
Matthew Parlane
4da7164f66
Merge pull request #4596 from ligfx/updateffmpeg
...
AVIDump: Updates to avoid deprecation warnings
2017-02-18 21:12:37 +13:00
Stenzek
e2ddb3853e
DriverDetails: Set BUG_PRIMITIVE_RESTART for AMD drivers
2017-02-18 15:07:35 +10:00
Matthew Parlane
691abc223b
Merge pull request #4859 from lioncash/opcodedecoder
...
OpcodeDecoding: Convert #defines into enum constants
2017-02-08 18:12:11 +13:00
Lioncash
d9d069e024
OpcodeDecoding: Convert #defines into enum constants
...
Gets several constants out of global scope.
2017-02-08 00:05:17 -05:00
Florent Castelli
8c82607c95
cmake: Don't use unqualified target_link_libraries
...
You can't mix unqualified and qualified link libraries (PUBLIC / PRIVATE).
Use the modern form.
2017-02-08 03:07:43 +01:00
Michael Maltese
04158dfe15
AVIDump: use a separate AVCodecContext
...
Using the AVCodecContext contained in AVStream for muxing is officially
discouraged[1] and AVStream::codec was deprecated in favor of
AVStream::codecpar in libavformat 57.33.100 / 57.5.0.
1: [FFmpeg-cvslog] lavf: replace AVStream.codec with AVStream.codecpar: https://ffmpeg.org/pipermail/ffmpeg-cvslog/2016-April/099152.html
2017-02-06 20:23:37 -08:00
Michael Maltese
867d6134c5
AVIDump: open codec before stream
...
Minor oversight in the existing code.
2017-02-06 20:23:37 -08:00
Michael Maltese
dd3d8c7a4e
AVIDump: use avformat_free_context
...
This function frees all associated streams and codec contexts, and
has existed since libavformat 52.96.0 (February 2011).
2017-02-06 20:23:37 -08:00
Michael Maltese
ac214190fd
AVIDump: Replace deprecated avcodec_encode_video2
2017-02-06 20:23:37 -08:00
Markus Wick
eb3c172b95
Merge pull request #4618 from Helios747/bounding_box_check
...
[Video] Warn when booting a bounding box game on an unsupported GPU
2017-02-06 21:58:19 +01:00
Helios747
4c22e6387d
[Video] Warn when booting a bounding box game on an unsupported GPU
2017-02-04 10:08:52 -08:00
Lioncash
c85e0a2586
FramebufferManagerBase: Return a std::pair from GetTargetSize
...
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
Lioncash
468f623d27
ShaderGenCommon: Remove unnecessary includes
2017-02-01 12:19:55 -05:00
JosJuice
045de7dd26
Remove special condition for auto dual core determinism
2017-02-01 15:43:47 +01:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
Lioncash
1f24cf2a2d
RenderBase: Get rid of unnecessary casts
2017-01-31 20:25:50 -05:00
Lioncash
b7e59f4e55
AVIDump: Rename CloseFile to CloseVideoFile
...
Retains symmetry with CreateVideoFile.
2017-01-29 22:05:12 -05:00
Markus Wick
3405f0ba01
Merge pull request #4739 from AdmiralCurtiss/auto-adjust-window-size-16-9
...
Make the "Auto Adjust Window Size" option respect the current game's aspect ratio.
2017-01-28 13:02:54 +01:00
Mat M
ede9c6255a
Merge pull request #4770 from degasus/fifo
...
CommandProcessor: Limit scope of ugly SCPFifoStruct.
2017-01-28 06:43:23 -05:00
Admiral H. Curtiss
b2c40bf4c4
RenderBase: Let the Auto Adjust Window Size option request the final image size rather than the raw framebuffer size.
2017-01-28 11:40:53 +01:00
Admiral H. Curtiss
e1fa6c374f
RenderBase: Extract the framebuffer size to display size code into function.
2017-01-28 11:40:53 +01:00
degasus
3787af9ee9
CommandProcessor: Limit scope of ugly SCPFifoStruct.
...
It's only used as an interface between two classes. So no need to declare
it in the backend export header.
2017-01-27 19:04:56 +01:00
degasus
ba1decf7bc
PixelEngine: Use a DirectRead for the token.
...
No need to call a std::function, and a few games poll this value very often.
2017-01-27 07:49:47 +01:00
Stenzek
b74029ec57
TextureDecoder: Use target attributes on SSSE3 decoders
2017-01-24 20:04:55 +10:00
Matthew Parlane
f70a1a27fa
Merge pull request #4726 from ligfx/addingwindowsheaders
...
Fix building without PCH on Windows
2017-01-24 13:47:36 +13:00
Lioncash
7a58a82a37
BPMemory: Add const specifier to member functions where applicable
2017-01-23 16:07:03 -05:00
Lioncash
1f596a23af
BPMemory: Eliminate union type punning
...
This is undefined behavior in C++.
2017-01-23 16:05:32 -05:00
Lioncash
70cf774a5c
RenderBase: Forward declare EFBAccessType
2017-01-23 12:41:26 -05:00
Lioncash
940aa6f32d
VideoBackendBase: Convert FieldType into an enum class
2017-01-23 03:54:01 -05:00
Lioncash
5b461f50af
VideoBackendBase: Convert EFBAccessType into an enum class
2017-01-23 03:53:38 -05:00
Michael Maltese
c3a1547d9a
AVIDump: rename CreateFile -> CreateVideoFile (conflict with windows.h)
2017-01-23 00:35:18 -08:00
degasus
65e3aa796e
VideoConfig: Fix boolean default values.
2017-01-21 11:31:44 +01:00
Matthew Parlane
ed7589cb0f
Merge pull request #4656 from hthh/cmpr-fixes
...
TextureDecoder: Fix off-by-one errors in CMPR
2017-01-17 11:05:42 +13:00
hthh
88d52b4d69
TextureDecoder: Deduplicate some utility code
2017-01-15 20:23:26 +11:00
hthh
5d4e4aa561
TextureDecoder: Fix off-by-one errors in CMPR
2017-01-14 10:52:35 +11:00
Jules Blok
271a9fe7a9
VertexShaderManager: Break up the conditions to make it readable.
2017-01-13 14:01:17 +01:00
Jules Blok
f866748006
VertexShaderGen: Remove the need for an extra UID.
2017-01-13 14:01:17 +01:00
Stenzek
2f223e24dc
TextureDecoder: Seperate each format into its own function
2017-01-10 20:41:00 +10:00
Matthew Parlane
7a4464c3e0
Merge pull request #4599 from stenzek/point-uvs
...
GeometryShaderGen: Use lower-left origin for point texture coordinates
2017-01-08 13:40:55 +13:00
degasus
f6c7a258ed
BlendState: Use masking as a fastpath for the logic op NO_OP.
2017-01-06 14:01:39 +01:00
degasus
23b0faeba5
OGL: Use VideoCommon blend state for framebuffer configuration.
2017-01-06 14:01:39 +01:00
degasus
3df828463d
VideoCommon: Assembly blending state in a shared state object.
2017-01-06 14:01:36 +01:00
BhaaL
23d99f2f2c
specify custom brace style to fix unions
...
BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Stenzek
176177af49
GeometryShaderGen: Use lower-left origin for point texture coordinates
...
From what I can tell, the emulated GPU places (0,0) at the lower left of
the image, and we were generating texture coordinates so that (0,0) was
at the upper-left in the expansion geometry shader, causing textures
used by point sprites to be flipped vertically.
Fixes the upside-down A button in Mario Golf.
2017-01-04 20:23:07 +10:00
Stenzek
5f3c878ba2
FifoPlayer: Save/restore texture memory state for fifo logs
2017-01-03 21:16:05 +10:00
Jules Blok
a2e191649d
Merge pull request #4471 from Armada651/hybrid-depth
...
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
2016-12-29 18:49:27 +01:00
Jules Blok
ee7a2edf35
Update comments
2016-12-27 21:32:52 +01:00
degasus
d0a73c1d90
TextureCache: Add a dirty bit for partial updates on overlapping EFB copies.
2016-12-27 17:26:04 +01:00
Jules Blok
ef82aebb97
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
2016-12-27 14:31:17 +01:00
degasus
abf9bb170b
TextureCache: Drop unused parameter in backend API.
2016-12-26 22:10:32 +01:00
degasus
04f319066d
TextureCache: Extract BP enum check to VideoCommon.
...
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
Tillmann Karras
44acd9fdb9
VideoCommon: use u32 for texture addresses
2016-12-25 18:48:19 +01:00
Lioncash
c5243d6d12
CommandProcessor: Remove unimplemented prototypes
2016-12-24 01:15:50 -05:00
Mat M
9160be50db
Merge pull request #4224 from lioncash/tcache
...
TextureCacheBase: Eliminate static state
2016-12-23 04:33:42 -05:00
Stenzek
01047319f8
Merge pull request #4517 from stenzek/mp3-blotches
...
TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
2016-12-19 22:11:38 +10:00
Stenzek
344f2e57f6
VideoCommon: Use avg(color1, color2) for color3 in CMPR textures
2016-12-19 20:17:44 +10:00
Stenzek
accce4294a
TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
2016-12-15 02:20:46 +10:00
Stenzek
5aaa5141ed
PixelShaderGen: Fix incorrect indexing of tevLerpBias
...
Fixes the white box in the fortune street fifolog.
2016-12-13 00:03:25 +10:00
Markus Wick
d64c9dd5c9
Merge pull request #4419 from degasus/master
...
Jit64: Fix a few trivial PIE issues.
2016-12-12 10:58:16 +01:00
Lioncash
8dcb05802b
ShaderManagers: Use aggregate initialization for some variables.
...
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00
Lioncash
58a5395173
TextureCacheBase: Eliminate static state
2016-12-09 16:50:37 -05:00
Léo Lam
31ccfffd38
Common: Add alignment header
...
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
degasus
5082a664c8
VertexLoaderX64: Avoid unchecked pointer cast.
2016-12-04 13:09:16 +01:00
Stenzek
adc22a5e20
VideoCommon: Add method for calculating full-scale framedump rectangles
2016-11-28 21:54:54 +10:00
Stenzek
6db0ee9561
VideoCommon: Remove backbuffer size parameters from methods
...
We have the s_backbuffer_{width,height} fields to represent this, so
there's no point in passing them as parameters every time.
2016-11-28 20:14:59 +10:00
Stenzek
a83ca587c6
VideoCommon: Make FramebufferManagerBase::GetTargetSize public
2016-11-28 20:14:59 +10:00
Stenzek
a0a62c0f46
VideoConfig: Add option for full-resolution frame dumping
2016-11-28 20:14:59 +10:00
Stenzek
681294586b
Merge pull request #4455 from stenzek/png-frame-dumping
...
VideoCommon: Support dumping frames to images
2016-11-28 20:03:50 +10:00
Léo Lam
72e3f1ecec
Remove unnecessary ConfigManager includes
...
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)
2016-11-27 22:38:38 +01:00
Stenzek
6d0b9b816f
VideoCommon: Support dumping frames to images
...
This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
2016-11-23 12:07:49 +10:00
Jules Blok
7e35a47b51
Cosmetics.
2016-11-13 22:17:40 +01:00
Jules Blok
d7cf5e28b6
Frame: Use PauseAndLock when switching fullscreen modes.
...
This allows us to regain exclusive mode directly from OnActive().
2016-11-11 20:36:10 +01:00
Jules Blok
0a194f8a3e
VideoConfig: Remove fullscreen flags.
...
These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
2016-11-11 20:36:09 +01:00
Jules Blok
c21efa0cad
D3D: Move exclusive mode switching to UI thread.
...
This prevents deadlocks when switching to exclusive mode.
And it also allows the CPU thread to block until we've completed the switch.
2016-11-11 20:36:04 +01:00
Jules Blok
8203ea929b
BlockingLoop: Yield to UI message pump while waiting.
2016-11-11 13:37:02 +01:00
degasus
193dd97759
VideoCommon: Drop FlipImageData.
...
This function isn't used any more, and good code shouldn't use it at all. Use negative strides instead.
2016-11-10 12:59:22 +01:00
degasus
52caa4f2f5
VideoCommon/Render: Inplace frame dump encoding.
...
This increase the performance of good backends a bit, but slows down the bads one a lot.
Let's fix those backends instead of forcing stupid memcpy in the common code.
2016-11-10 12:59:19 +01:00
degasus
a47332bf8a
VideoCommon/Render: Use a flag for screenshot.
2016-11-07 22:16:34 +01:00
degasus
d79840078f
Renderer: Threaded frame dumping.
2016-11-07 22:11:13 +01:00
degasus
3c65c5f2c5
AVIDump: Drop frames which are delayed over a savestate.
2016-11-04 18:39:50 +01:00
degasus
be29090aae
AVIDump: Add a struct for the state.
...
So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
degasus
dad5041737
AVIDump: Inline OSD error handling.
...
This fixes a review feedback in PR #4345 .
2016-11-04 18:03:14 +01:00
degasus
03d8efc270
AVIDump: Merge redundant variables.
...
They were always the same. We also don't scale at all.
2016-11-04 18:03:14 +01:00
degasus
112e18a5d1
AVIDump: Drop stored frame.
...
This used an invalid pointer, which was only valid within AddFrame.
This drops a feature which shall dump the last frame as it might was dropped before.
A good implementation however should "overwrite" the last frame if the time matches.
But this needs to delay every frame a bit.
2016-11-04 18:03:14 +01:00
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
2058a49465
PixelShaderGen: Remove unused global variable.
2016-10-31 15:02:08 +01:00
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
d0e60492cf
PixelShaderGen: Don't use a global variable.
2016-10-30 00:48:02 +02:00
Jules Blok
d778400133
DriverDetails: Add OS X to the dual-source blending bug.
2016-10-30 00:47:02 +02:00
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
Jules Blok
9e21ac8607
Merge pull request #4360 from VinDuv/fix-shader-compile
...
VideoCommon: Fix GetInterpolationQualifier calls
2016-10-25 11:53:20 +02:00
Sintendo
f163bd1048
Fix various comment typos
2016-10-24 18:27:49 +02:00
Jules Blok
122ce96ed1
PixelShaderGen: Don't use dual source blend if unsupported.
2016-10-24 00:11:55 +02:00
Jules Blok
5c406b5ef0
PixelShaderGen: Fix implicit type conversions.
2016-10-23 19:54:28 +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
Vincent Duvert
8bb459aae5
VideoCommon: Fix GetInterpolationQualifier calls
...
Commit 4969415
modified calls to GetInterpolationQualifier, but mistakenly changed the order of some boolean parameters: GetInterpolationQualifier(true, false) was changed to GetInterpolationQualifier(…, false, true).
Should fix #9783 .
2016-10-16 12:48:32 +02:00
degasus
1cc1876002
Revert "Merge pull request #4286 from shuffle2/Aestek-clean-osd"
...
This reverts commit 5c0fa4db4f
, reversing
changes made to b8731eb818
.
2016-10-15 12:44:37 +02:00
degasus
b8a1611f4a
Revert "Merge pull request #4287 from shuffle2/typo-fix"
...
This reverts commit 6bff97ea30
, reversing
changes made to 5c0fa4db4f
.
2016-10-15 12:33:27 +02:00
Mat M
b15bcc6aa0
Merge pull request #4341 from degasus/syncgpufix
...
SyncGPU: Fix savestate.
2016-10-12 07:23:38 -04:00
degasus
22681ad975
SyncGPU: Fix savestate.
2016-10-11 18:29:53 +02:00
Jules Blok
93109df654
PixelShaderGen: Use dual source blending to do 8-bit blending.
2016-10-10 15:34:55 +02:00
Jules Blok
d61ae5a88a
PixelShaderGen: Only set dither uid bit if actually used.
2016-10-10 14:32:21 +02:00
Jules Blok
e8cddae132
VideoConfig: Turn on ForceTrueColor by default.
2016-10-10 14:31:53 +02:00
Jules Blok
365e88e311
VideoConfig: Add an option to force RGB8 EFB format.
2016-10-10 14:31:53 +02:00
Jules Blok
31a4ee7bfc
PixelShaderGen: Always truncate the alpha channel to 6-bit.
2016-10-10 14:30:14 +02:00
Jules Blok
9bc466a443
PixelShaderGen: Add support for dithering.
2016-10-10 14:30:14 +02:00
Jules Blok
b958457e51
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-10 14:27:30 +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
21e42c68c4
Renderer: Remove write-only variable.
...
Sorry, merge failure.
2016-10-08 18:26:43 +02:00
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
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
degasus
d078309827
ImageWriter: Don't use inplace alpha truncation.
...
This may lead to errors in the D3D backend, as we overwrite read-only memory.
2016-10-08 12:02:49 +02:00
Markus Wick
4ba1100f31
Merge pull request #4269 from degasus/singlecore
...
Fifo: Fix SyncGPU on dual core mode.
2016-10-08 01:26:34 +02:00
Léo Lam
39fd6dcd5b
Fix missing includes
...
Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
degasus
8c999f9ee8
VideoCommon: Mark framedump variables as private.
...
And rename them to the new naming scheme.
2016-10-07 23:17:21 +02:00
degasus
f45ddddf1c
VideoCommon: Add shared framedumping code.
2016-10-07 23:07:40 +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
b6d09c61ed
TextureCache: Don't re-use pooled textures within the same frame
...
This is an issue because a driver may have to maintain two copies of a
texture if it batches all uploads together at the start of a frame.
In the Vulkan backend, we do something similar to avoid breaking out of a
render pass to copy a texture from the streaming buffer to the destination
image.
This was causing issues in the sms-bubbles fifolog, where an EFB copy to
the same address of a previously-used texture caused the previous texture
to be re-used again for a different image later on in the frame, causing
the original contents to be discarded.
2016-10-06 20:23:37 +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
shuffle2
50fef592d7
Merge pull request #4296 from RisingFog/fix_frame_dump
...
Fix frame dumps on file close in certain situations
2016-10-04 17:25:40 -07:00
Chris Burgener
43c48a6f48
Fix frame dumps on file close in certain situations
2016-10-04 09:26:23 -04:00
Shawn Hoffman
55af20a439
Remove '\n' from OSD messages; they would be converted to '?'
2016-10-04 03:52:13 -07:00
degasus
6d2827ff6b
PixelShader: Drop redundant warning.
...
This warning was raised both on UID generation and on shader generation.
2016-10-04 10:13:46 +02:00
degasus
083be0832f
LightingShader: Drop xfmem usage.
...
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00
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
c11aba296c
Follow-up for OSD cleanup:
...
people probably want to see decimal instead of hex...
2016-10-03 20:42:04 -07:00
Shawn Hoffman
fa5fa8e094
Clean OSD messages code
...
Some OSD messages were displayed in RenderBase.cpp using global variables and some code duplicated
in OnScreeDisplay.cpp.
Now all messages are displayed using functions in the OSD namepace.
* OSDChoice and OSDTime global variables are gone
* All OSD logic is kept at the same place
* All messages are properly aligned
* Clean characters for all OSD messages
Original commit:
commit f0ec61c057
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Aug 7 16:08:41 2016 +0200
2016-10-03 19:37:18 -07:00
Chris Burgener
55478af832
Fix frame dump crash when resolution changes
2016-10-03 19:50:35 -04:00
Shawn Hoffman
86112c7258
VideoCommon: Minor changes
...
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
degasus
12f050bb8e
Fifo: Fix SyncGPU.
2016-10-03 10:38:16 +02:00
shuffle2
0e3f91d88b
Merge pull request #4148 from RisingFog/frame_dump_fixes
...
Fix frame dump issues where frame dumping stops before next drawn frame
2016-10-02 21:10:35 -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
361c7c9c09
VertexManagerBase: Make class constants constexpr
2016-10-01 03:37:17 -04:00
Lioncash
e61eb34ae6
VertexManagerBase: Get rid of a u16 cast
...
Just using the direct value is more straightforward
2016-10-01 01:05:43 -04:00
Stenzek
bac8c2d441
Vulkan: Work around indexed fragment output bug on AMD drivers
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
a71381e80a
VideoCommon: Add APIType entry for Vulkan
2016-10-01 01:09:11 +10:00
Stenzek
75e4e42e56
ShaderGen: Work around issue with glslang and dynamic vector subscripts
...
Seems that vec[eye] will select vec.x no matter what the value of eye is.
2016-10-01 01:09:11 +10:00
Stenzek
7f3a876aae
ShaderGen: posmtx should be a 4-component unsigned byte
...
This is a global change across backends, so should be tested for
regressions.
2016-10-01 01:09:11 +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
Markus Wick
3696c2b022
Merge pull request #4210 from degasus/arm
...
JitArm64: Small cleanup + speedups.
2016-09-27 18:45:14 +02:00
Markus Wick
9525a9e048
Merge pull request #3490 from degasus/singlecore
...
Fifo: Use SyncGPU timings for single core.
2016-09-27 10:33:47 +02:00
degasus
732e0ff03a
VertexLoaderArm64: Mark register allocation as static const.
2016-09-26 22:19:07 +02:00
degasus
258f48572d
VertexLoaderJit: Fix out-of-bounds access for zfreeze.
...
This fixes a GCC6.1 warning.
2016-09-17 16:47:12 +02:00
degasus
735da0ed69
Fifo: Use SyncGPU timings for single core.
2016-09-17 16:25:13 +02:00
Jules Blok
da43f9a156
PixelShaderGen: Always divide the texture coordinates by q.
...
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
2016-09-07 21:13:16 +02:00
Chris Burgener
69eed56256
Fix recursive code
2016-09-06 22:45:50 -04:00
Scott Mansell
0119f1302f
Merge pull request #4177 from phire/useless_cases
...
BPStructs: remove case statements which never match.
2016-09-06 00:56:09 +12:00
Scott Mansell
a665743b70
BPStructs: remove case statments which never match.
...
Visual Studio's code analyzer complains about these.
2016-09-06 00:40:49 +12:00
EmptyChaos
aa16282516
Core: Change CoreTiming event key from int to EventType*
...
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
Jules Blok
d072d6d336
Merge pull request #4170 from Armada651/float-abs
...
VertexShaderManager: Explicitly use floating-point variant of abs.
2016-09-01 19:03:03 +02:00
Jules Blok
9fb6f93ca1
PixelEngine: Add missing static specifier for `s_token_finish_mutex`.
2016-09-01 17:28:48 +02:00
Jules Blok
376cadb862
VertexShaderManager: Explicitly use floating-point variant of abs.
...
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
Jules Blok
50984d85b0
Merge pull request #4164 from Armada651/sonic-clipping
...
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
EmptyChaos
e0d4dc6fed
VertexShaderGen: Fix D3D X3014 compile error
...
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok
debaf63fe8
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
...
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Preston Smith
94cbe0c12a
Comments
2016-08-31 06:40:50 -05:00
Preston Smith
5a6b876dbd
Hardware renderer fix
2016-08-30 18:33:23 -05:00
Jules Blok
92920c4005
TextureCacheBase: Address 0x0 is valid, don't you dare ignore it.
2016-08-30 16:45:49 +02:00
Chris Burgener
df0f7657d0
Fix frame dump issues where frame dumping stops before next drawn frame
2016-08-24 13:00:25 -04:00
Jules Blok
35a270d2a8
TextureConversionShader: Don't use the float specifier in shader code.
2016-08-24 17:42:32 +02:00
Jules Blok
f7987017a0
PixelShaderManager: Use signed integers for the depth range parameters.
2016-08-23 15:54:05 +02:00
Jules Blok
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
Markus Wick
52af0770c3
Merge pull request #4141 from lioncash/vtx
...
VertexManagerBase: Get rid of static state
2016-08-23 07:33:25 +02:00
Lioncash
2bf05a544d
VertexManager: Correct variable naming scheme
...
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Markus Wick
10d20d47aa
Merge pull request #4132 from lioncash/enum-fifo
...
Fifo: Make SyncGPUReason an enum class
2016-08-22 16:49:40 +02:00
Lioncash
1392efa91d
VertexManagerBase: Get rid of static behavior
2016-08-21 23:30:38 -04:00
JosJuice
31c530c7b3
Merge pull request #3386 from lioncash/memory
...
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Lioncash
5635d4b709
Fifo: Make SyncGPUReason an enum class
2016-08-18 22:35:58 -04:00
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
959d1879e5
VertexShaderGen: Fix far clipping.
...
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +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
9596ec8971
GeometryShaderGen: Pass-through clipping distance.
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
159247f4ad
VertexShaderGen: Clamp to the console depth range.
...
This fixes the Mii Channel among others.
2016-08-15 13:11:24 +02:00
Jules Blok
92aa7669b5
VertexShaderManager: Use a more accurate depth range.
...
This fixes the gxtest_depth hwtest.
2016-08-15 13:11:24 +02:00
Jules Blok
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
Léo Lam
c1184957a5
Run clang-format on missed files
...
`clang-format`s files that lint missed because of the bug. Fortunately,
not much.
2016-08-11 21:14:39 +02:00
JosJuice
3443a10030
CoreTiming: Merge ScheduleEvent variants into one function
...
Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
2016-08-11 12:45:57 +02:00
Léo Lam
dca22e08eb
Use Common::Flag and Common::Event when possible
...
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
2016-08-10 16:08:15 +02:00
degasus
82bdc4ef86
PixelEngine: Delay token updates by events.
...
To still get a speedup, mark if already an event is queued.
If so, don't raise a new event.
2016-08-10 13:24:57 +02:00
degasus
a051db9792
PixelEngine: Cleanup PE Token.
...
This also affects the behavior a bit, it should now fit better to the one of the commonly more used PE Finish flag.
2016-08-10 10:07:53 +02:00
degasus
367e1b4d4c
PixelEngine: Drop write-only variables.
2016-08-10 10:07:53 +02:00
Lioncash
e01c143379
Common: namespace MemoryUtil
2016-08-07 13:03:07 -04:00
Chris Burgener
222c4ba077
Remove Global Declarations from Movie
2016-08-04 15:24:44 -04:00
Lioncash
8b5e94a102
FifoPlayer: const correctness
2016-08-01 18:33:46 -04:00
Markus Wick
e281273cd7
Merge pull request #4047 from lioncash/enum-fwd
...
VideoCommon: Make API_TYPE an enum class
2016-07-31 10:38:42 +02:00
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
Pierre Bourdon
d7de39ebbe
Merge pull request #3588 from Aestek/feature/improve-netplay-dialog
...
Improve netplay UX
2016-07-26 02:12:22 +02:00
Pierre Bourdon
c6924b4d03
Merge pull request #4036 from RisingFog/rtc_osd
...
Display RTC on OSD
2016-07-25 15:36:03 +02:00
Aestek
6a0fc4c438
Improve netplay setup dialog UX
...
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
Chris Burgener
0ef1ee7a83
Display RTC on OSD
2016-07-22 09:58:34 -04:00
Chris Burgener
37a0c9c404
Check for zero height when splitting video dump
2016-07-21 11:28:10 -04:00
EmptyChaos
5adb29b6cb
Fifo: Call AllowSleep instead of Wakeup when pausing.
...
BlockingLoop was being woken when the emulator was being paused
which would cause the loop to busy spin. Issue 9692.
2016-07-19 15:20:17 +10:00
Anthony J. Bentley
de6babb928
Add an OpenBSD driver identifier.
2016-07-17 04:13:06 -06:00
comex
42660292f6
Use newer ffmpeg APIs to avoid deprecation warnings.
2016-07-10 21:36:18 -04:00
Pierre Bourdon
7ee6d08213
Merge pull request #3961 from phire/less_virtual_xfb_lag
...
XFB: Send image to screen at start of field (Reduce VirtualXFB latency)
2016-07-10 03:01:26 +02:00
Chris Burgener
d00c013339
Remove VI count limit on Movie playback
2016-07-09 20:35:01 -04:00
Scott Mansell
35566316ed
XFB: Send image to screen at start of field.
...
This is much more accurate to the hardware, and saves around 16ms
of latency.
2016-06-28 15:12:43 +12:00
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
Léo Lam
d9fc1e01b4
LightingShaderGen: Fix formatting
2016-06-26 16:35:44 +02:00
Markus Wick
6b01eca3a0
Merge pull request #3950 from phire/fix-warnings
...
VideoCommon: Fix some warnings.
2016-06-26 13:37:15 +02:00
Scott Mansell
d958388617
VideoCommon: Fix some warnings.
2016-06-26 23:10:31 +12:00
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
b16333a25c
Merge pull request #3716 from degasus/coretiming
...
CoreTiming: Drop ProcessFifoWaitEvents.
2016-06-26 22:13:05 +12:00
degasus
4c5f8f9c91
CoreTiming: Drop ProcessFifoWaitEvents.
...
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
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
Scott Mansell
fa02f47729
Multithreadded Shadergen: First pass over geometery Shadergen.
2016-06-26 16:13:20 +12:00
Scott Mansell
4969415f38
Remove global refrences from common code.
...
Bug Fix: Previously vertex shaders and geometery shaders didn't track
antialaising state in their UIDs, which could cause AA bugs
on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell
0d996f512b
Multithreadded Shadergen: First pass over pixel Shadergen
...
Bug Fix: It was theoretically possible for a shader with depth writes
disabled to map to the same UID as a shader with late depth
writes.
No known test cases trigger this.
2016-06-26 16:13:20 +12:00
Scott Mansell
e99364c7c9
UID Change: Fix bug with indirect stage UIDs
...
Bug Fix: The normal stage UIDs were randomly overwriting indirect
stage texture map UID fields. It was possible for multiple
shaders with diffrent indirect texture targets to map to
the same UID.
Once again, it dpesn't look like this bug was ever triggered.
2016-06-26 16:13:19 +12:00
Scott Mansell
03f2c9648d
Shader UID change: Only store the two bits of components we need.
...
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.
It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
2016-06-26 16:13:19 +12:00
Scott Mansell
53c402dbc5
Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
...
The only code which touches xfmem is code which writes directly into
uid_data.
All the rest now read their parameters out of uid_data.
I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.
As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.
Bug Fix: The about optimisation was also broken, applying the color light
equation to the alpha light channel instead of the alpha light
euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
degasus
59e4882af3
nullvideo: initial release of null video backend
2016-06-25 22:40:23 +02:00
Chris Burgener
88dbaf1fa5
Split Video Dumps on Resolution Change
2016-06-25 11:39:41 -04:00
Pierre Bourdon
5fcb4bb3ab
Further fixes to the formatting change. WX sucks.
2016-06-24 12:16:10 +02:00
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
Pierre Bourdon
c4f5c471bb
Externals: Add libcurl.
2016-06-18 18:31:40 +02:00
Scott Mansell
96ab76f81d
TextureCache: Rename functions and add comments to clear up docs
2016-06-18 04:27:16 +12:00
Scott Mansell
94eaacae30
TextureCache: Track efb copies used in a partially updated texture
...
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.
I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
2016-06-17 23:46:22 +12:00
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
degasus
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
degasus
7517d126c8
DriverDetails: Drop BUG_BROKENALPHATEST.
...
This flag is not in use at all.
2016-05-11 21:22:09 +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
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
Mathew Maidment
2d7dfa060e
Merge pull request #3796 from endrift/indtev-simplify
...
VideoCommon: Workaround Intel OS X bug again
2016-04-29 19:59:45 -04:00
mimimi085181
8c34463f14
Make integral auto IR(multiple of 640x528) work as expected
...
Right now, it's possible that x and y are scaled differently, if efb and xfb size are not the same.
2016-04-26 23:25:38 +02:00
Jeffrey Pfau
d6517a761c
VideoCommon: Simplify indirect texture lookup code slightly
2016-04-23 22:55:52 -07:00
Jeffrey Pfau
aa736bf258
Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups"
...
This reverts commit 1f1b127b69
.
2016-04-23 22:55:42 -07:00
Pierre Bourdon
2063fc671a
Merge pull request #3748 from mimimi085181/partial-updates-paletted-textures
...
Partial updates for paletted textures
2016-04-11 21:47:24 +02:00
Pierre Bourdon
61ea5328f7
Merge pull request #3774 from phire/Fix_Metroid_Other_M
...
Fix Metroid: Other M
2016-04-11 21:43:20 +02:00
degasus
ef01f234df
PixelShaderGen: Fixes implicit type conversion or PR #3772 .
...
This regression did only happen on OpenGL ES.
2016-04-10 12:49:32 +02:00
Pierre Bourdon
c4af588945
Merge pull request #3772 from degasus/shader_opt
...
PixelShaderGen: Move constant multiplication to constant generation.
2016-04-10 01:20:34 +02:00
mimimi085181
9f625417c0
Partial updates for paletted textures
...
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
2016-04-09 18:22:36 +02:00
Pierre Bourdon
e98fb0af84
Merge pull request #3752 from mimimi085181/remove-use-only-once-restriction-partial-updates
...
Remove the restriction to use efb copies only once as partial update
2016-04-09 18:10:20 +02:00
Scott Mansell
5e50c37c13
Alternative fix: promote cycleslate to an s64 everywhere.
...
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
degasus
10e4f7e7bf
PixelShaderGen: Move constant multiplication to constant generation.
...
No need to do this within the shader per pixel if it can be done once.
2016-04-09 12:25:00 +02:00