Commit Graph

1193 Commits

Author SHA1 Message Date
Lioncash 0034492151 Add an OSD notification for screenshot saving 2015-06-25 09:23:37 +02:00
Jules Blok 30eae0d258 Merge pull request #2657 from lioncash/screenshot
Render: Add an OSD notification for screenshot saving
2015-06-25 09:22:26 +02:00
Ryan Houdek 521f6e89c3 Merge pull request #2624 from sigmabeta/android-save-screenshot
Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
Lioncash 67c5ce5d96 Add an OSD notification for screenshot saving 2015-06-24 21:44:38 -04:00
Jules Blok dbfdbf7dbd D3D: Cosmetics.
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Jules Blok 743296f1c4 OGL: Allow inverted depth ranges. 2015-06-24 22:28:36 +02:00
Tillmann Karras 83ab721939 Fix -Wformat-extra-args warning 2015-06-24 14:44:09 +02:00
Markus Wick 8493feb89f Merge pull request #2602 from mimimi085181/partial-texture-updates2
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
sigmabeta a028805626 Android: Save screenshot at end of an emulation session. 2015-06-23 22:22:01 -04:00
Tillmann Karras c9af7def28 Fix some warnings 2015-06-23 21:11:56 +02:00
Jules Blok 21a70903ed Merge branch 'stable' 2015-06-23 20:16:55 +02:00
mimimi085181 0ed6b5623f Support partial texture updates via efb copies 2015-06-21 14:02:44 +02:00
Matthew Parlane 45aeeee699 Fix aniso filtering on d3d to not set aniso filter when using 1x 2015-06-19 20:55:32 +12:00
Jeffrey Pfau 7085fcc8d6 Fix FreeBSD build 2015-06-13 21:52:47 -07:00
Jules Blok 4042945ee5 Merge branch 'stable' 2015-06-13 01:12:12 +02:00
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
Matthew Parlane 5cce640f48 Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok d5788f75a3 Merge pull request #2533 from degasus/syncgpu
Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011 59f273696a VideoSW: refactor shared lighting attenuation function
- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
2015-06-08 23:20:27 +02:00
NanoByte011 06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
Ryan Houdek 499478bcad Merge pull request #2550 from Armada651/d3d-pokes
D3D: Implement Z pokes.
2015-06-07 23:25:16 -04:00
Ryan Houdek 3f46491255 Fix OpenGL ES shader compilation. 2015-06-07 19:44:44 -05:00
Jules Blok 75fef8e26f D3D: Implement Z pokes. 2015-06-07 15:33:30 +02:00
Jules Blok cfc23560d9 D3D: Set the viewport to the full target size when doing EFB pokes. 2015-06-07 13:32:00 +02:00
Jules Blok 026d07e7c9 D3D: Remove obsolete comment. 2015-06-06 23:26:52 +02:00
Jules Blok 37dc8661ab Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
This reverts commit 9ef1ca4141.
2015-06-06 20:10:23 +02:00
Jules Blok 8cc271516d Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
This reverts commit 05d60f4fef.
2015-06-06 20:09:22 +02:00
Jules Blok 5650b9e970 Revert "OGL: Use floating point arithmetic to scale the depth value."
This reverts commit 05f42f94a0.
2015-06-06 20:07:49 +02:00
Jules Blok ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
JosJuice 95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Markus Wick bcd77f9a3a Merge pull request #2482 from degasus/ogl_poke_z
OGL: Rewrite POKE_Z with a draw call
2015-06-03 20:35:34 +02:00
comex a3b3f0522b Merge pull request #1556 from comex/project-moration
Rudimentary version of Wii IPC determinism.  Ported from my old udpnet branch.
2015-06-02 18:38:19 -04:00
degasus 84b13de538 OGL: Rewrite POKE_Z with a draw call
It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
Dwayne Slater ebf3048494 Fix invalid enums on OpenGLES 2015-06-02 12:13:31 -04:00
Markus Wick aa2576a2c7 Merge pull request #2480 from phire/GamesDoWeirdShit
Fix invalid pointer errors in Burnout 2.
2015-05-31 23:26:55 +02:00
Scott Mansell 7df6982973 Add a dirty flag for arraybases.
Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell f57517f1a0 Clean up cached_arraybases. Update VideoSW to new scheme.
Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
degasus c4fc141ced OGL: Always use sampler objects.
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Lioncash ac26f8e79f Pass strings by const reference where possible 2015-05-28 20:54:55 -04:00
comex a225426510 Rewrite FileSearch and improve ScanDirectoryTree.
- FileSearch is now just one function, and it converts the original glob
  into a regex on all platforms rather than relying on native Windows
  pattern matching on there and a complete hack elsewhere.  It now
  supports recursion out of the box rather than manually expanding
  into a full list of directories in multiple call sites.

  - This adds a GCC >= 4.9 dependency due to older versions having
  outright broken <regex>.  MSVC is fine with it.

- ScanDirectoryTree returns the parent entry rather than filling parts
  of it in via reference.  The count is now stored in the entry like it
  was for subdirectories.

- .glsl file search is now done with DoFileSearch.

- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
  results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Tillmann Karras 285ac34bf3 OGL: use GL_TEXTURE* constants 2015-05-27 15:05:49 +02:00
Rohit Nirmal c59bfd2b7f Fix building with PCH disabled. 2015-05-26 22:44:51 -05:00
Jules Blok ca7801da44 D3D: Invert initial depth buffer clear. 2015-05-26 15:31:36 +02:00
galop1n 2975e53091 D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Ryan Houdek dad5d8e13d Merge pull request #2357 from degasus/ogl_efb_poke_merge
ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Ryan Houdek 69963dc4b0 Merge pull request #2274 from degasus/disable_bbox
Disable bbox
2015-05-25 08:46:12 -04:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Tillmann Karras 268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
degasus 6b2a1e57e2 BBox: remove now unreachable SW bbox implementation 2015-05-25 09:33:34 +02:00
Jules Blok e31982474c OGL: Depth range inversion. 2015-05-22 23:52:22 +02:00
Jules Blok 88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
Jules Blok 522e721830 OGL: Add glClipControl support. 2015-05-22 23:52:20 +02:00
Markus Wick ad9dae30a8 Merge pull request #2410 from lioncash/swatomic
Software: Convert most volatile variables to atomics
2015-05-22 14:11:16 +02:00
Jules Blok 05f42f94a0 OGL: Use floating point arithmetic to scale the depth value. 2015-05-20 14:22:30 +02:00
Jules Blok 05d60f4fef Revert "OGL: Change the depth buffer type to GL_FLOAT."
This reverts commit 4b2e04b862.
2015-05-20 14:22:29 +02:00
Jules Blok 9ef1ca4141 Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."
This reverts commit be810eb750.
2015-05-20 14:22:28 +02:00
degasus d91d935057 OGL: reimplement poke-color 2015-05-20 11:05:31 +02:00
Markus Wick 695a72c24c Merge pull request #2414 from Armada651/depth-clamp
VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
Jules Blok f7151a2a5c Revert "D3D: Use a 32-bit floating point depth buffer."
This reverts commit a224c604a3.
2015-05-16 22:16:31 +02:00
Lioncash 26a3eaf959 Software: Convert most volatile variables to atomics 2015-05-14 12:33:19 -04:00
Lioncash a94e4dd07f OGL: Join declarations and assignments in Render 2015-05-08 09:29:36 -04:00
Lioncash eeb0f0b7c4 OGL: Get rid of some explicit deletes in Render 2015-05-08 09:28:29 -04:00
Jules Blok a224c604a3 D3D: Use a 32-bit floating point depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok 84a5f4abb0 VideoBackends: Use the new divisor when clearing the depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok 1a409a2e16 VideoBackends: Clamp Z peek values. 2015-05-08 14:32:21 +02:00
Jules Blok 0f2c72f0f8 VideoCommon: Clamp integer conversions. 2015-05-08 14:32:16 +02:00
Jules Blok b0770e2a0c VideoBackends: Floor depth values in depth copy shaders. 2015-05-08 14:29:30 +02:00
Jules Blok be810eb750 OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format. 2015-05-08 14:29:30 +02:00
Jules Blok 4b2e04b862 OGL: Change the depth buffer type to GL_FLOAT. 2015-05-08 14:29:29 +02:00
Jules Blok c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
shuffle2 268b8fd26f Merge pull request #2026 from mrgreywater/d3d-debugbreak
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok 24594a7888 PixelShaderCache: Fix MSAA depth copy shader. 2015-05-06 12:43:35 +02:00
Jules Blok 7a1252f7e5 VideoBackends: Implement depth copy shaders with integer math. 2015-05-05 00:40:25 +02:00
Markus Wick e0cfd934d2 Merge pull request #2364 from kayru/d3d_texture_bsf
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
2015-05-03 21:39:33 +02:00
Yuriy O'Donnell df5750edfd D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit 2015-05-03 21:14:29 +02:00
Jules Blok 54f4443971 VideoCommon: Implement EFB dumping for both backends. 2015-05-02 13:23:33 +02:00
Yuriy O'Donnell 2b664f5d89 D3D: StateManager::Apply no longer iterates through every texture and sampler slot
Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash 9eb608c9da Merge pull request #2301 from lioncash/const
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash 63393570fb PerfQueryBase: Move common implementation variables into base class 2015-04-15 19:22:16 -04:00
Lioncash b0613bb1c8 General: Apply the const specifier where applicable 2015-04-15 02:04:03 -04:00
Lioncash bdde6b2a7c D3D: Remove dependency on wxWidgets
This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
degasus b020ae1c5d Fifo: rewrite sync on idle skipping hack
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
skidau 39c41f5c70 Merge pull request #2192 from Tilka/sse2
VertexLoaderX64: support SSE2 as a fallback
2015-03-21 12:58:24 +11:00
skidau 94e435afbc Merge pull request #2201 from magumagu/ogl-clamp-origin
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
Tillmann Karras 5a51bc10e5 SWVertexLoader: fix truncated components 2015-03-18 12:09:06 +01:00
magumagu 629fb8fb49 Merge pull request #2222 from Tilka/fix_warnings
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras f82afd1b2f Fix warnings 2015-03-16 19:02:30 +01:00
Shawn Hoffman ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
magumagu 269be03908 OpenGL: use ClampUL instead of ClampLL where appropriate. 2015-03-12 13:24:52 -07:00
degasus f3f2ed1536 GLX: fix memory leak 2015-03-08 17:42:37 +01:00
Ryan Houdek b0f61201c3 Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
Ryan Houdek 3c5e99c777 Fix OpenGL ES 3.1 on non-Nvidia devices.
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
Ryan Houdek 70977fd6b1 Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
Markus Wick cc5a2f3411 Merge pull request #2164 from Armada651/cache-fix
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
Jules Blok 728081dad2 ProgramShaderCache: Do plenty of error checking before writing shaders to the disk. 2015-03-02 17:03:49 +01:00
degasus 35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras f75187db3e Add missing newlines at EOF 2015-03-01 17:17:09 +01:00
Lioncash 7408de7e79 Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak 93b16a4a2d Formatting/Whitespace Cleanup
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Pierre Bourdon f06b1106db Merge pull request #2089 from degasus/remove_disable_efb_copy
Remove disable efb copy
2015-02-24 23:31:05 +01:00
degasus 967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
degasus ac7102918d OGL: support palette texture decoding 2015-02-24 22:51:55 +01:00
Tillmann Karras f298f00e1b Clean up the intrinsics #ifdef mess 2015-02-24 01:02:36 +01:00
Ryan Houdek e9ac4d53a6 Implement full occlusion queries for the Nexus 9.
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
Ryan Houdek a5b4ac6faa [GLExtensions] Add support for NV_occlusion_query_samples. 2015-02-21 17:24:32 -06:00
Jules Blok c180174e4a D3D: Use the correct format when resolving the EFB depth texture. 2015-02-21 11:50:19 +01:00
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
Ryan Houdek 15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
mr.greywater c43da7e00b D3D: replace memset, fix warning 2015-02-12 14:45:05 +01:00
mr.greywater 442b7ba99c D3D: Add debug object name for efb encoder pixel shader 2015-02-12 14:34:36 +01:00
mr.greywater b5ffba3291 D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName 2015-02-12 14:34:35 +01:00
mr.greywater 3d3a68a2f0 D3D: Add break on error in debug build 2015-02-12 14:34:34 +01:00
magumagu 0f96a0104e Merge pull request #1752 from Buddybenj/clean-up
Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater 2434b531f3 D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau c18c50a0e1 Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
degasus 081137bd4f VideoBackends: set GLInterface to zero after deleting it
This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash 9476756d43 OGL: Fix a memory leak that would occur every time a game is launched 2015-01-31 16:00:53 -05:00
Rohit Nirmal 5203c4ef7b Silence -Wunused-variable warning. 2015-01-28 18:09:07 +00:00
magumagu 0030ad9ecf Fix D3D regression from PR1948.
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick da31314775 Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick 43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu 897b678d24 D3D: delete unnecessary code. 2015-01-26 10:58:32 -08:00
magumagu 9dbb9bf3b5 Make sure EFB2RAM buffer is wide enough for new coordinate system. 2015-01-25 23:32:32 -08:00
magumagu 33259c272b Remove some debugging junk. 2015-01-25 23:11:36 -08:00
magumagu cb05730127 Use linear sampling in ScaleByHalf mode. 2015-01-25 23:05:23 -08:00
magumagu 1ee09ced0a Fix OpenGL coordinate computation. 2015-01-25 21:38:30 -08:00
magumagu cb5d3fce4f Fix stupid mistake. 2015-01-25 21:20:25 -08:00
magumagu 6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
magumagu ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
Jules Blok 5c4ee2f71e PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau d7a8752228 Merge pull request #1920 from CarlKenner/fix3dxfb
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki 4f324ad742 Clean Up 2015-01-24 17:10:21 -06:00
Lioncash 9cdfe889af Coding style cleanup from the zfreeze merge 2015-01-24 15:16:48 -05:00
Scott Mansell 14baf038e7 Stop doing nastly shit to OpenGL stream buffers.
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
magumagu 6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
Scott Mansell 5510c86b81 Move Zfreeze code out individual backends into videoCommon
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011 add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell 88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell 418296961c Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011 613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011 937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Ryan Houdek 80e6367e46 Merge pull request #1869 from Stevoisiak/GeneralConsistency
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek 714697faaf Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
Markus Wick 0d0f7ec662 Merge pull request #1894 from Armada651/exclusive-fix
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok 332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner 4768d0f0a8 This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek 4551bb6ce6 Add support for two new OpenGL ES extensions.
This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
Ryan Houdek 7e64869185 Merge pull request #1887 from Tilka/vertex_loader_jit
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus 6cd6e6546f TexCache: merge texture and rendertarget factory function 2015-01-18 19:47:48 +01:00
degasus 615ae9f106 TexCache: remove PC_TexFormat
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras 68d204e877 D3D: remove unused variable 2015-01-18 12:59:33 +01:00
degasus 3630de99ed VideoSW: Fix vertex skipping 2015-01-18 04:52:56 +01:00
magumagu 7d5abb4eb4 D3D: allow selecting adapters with no outputs.
The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok 8d69658a9d Add exclusive mode OSD messages. 2015-01-17 16:11:17 +01:00
Jules Blok b87fddb027 D3D: Allow borderless fullscreen to be turned on/off during gameplay. 2015-01-17 16:11:12 +01:00
Jules Blok 803bea5004 D3D: Fix Dolphin immediately exiting exclusive fullscreen. 2015-01-16 16:01:29 +01:00
Markus Wick 7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick 0932282caf Merge pull request #1818 from ZephyrSurfer/master
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
Stevoisiak cb86db7b68 Minor consistency changes
Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus 7284312568 OGL: Warn about wrong texture sizes 2015-01-11 22:47:40 +01:00
degasus 744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
degasus d95e5e2b6f TexCache: create a const Config struct 2015-01-11 22:23:35 +01:00
degasus 1c98a43203 TexCache: clean up frameCount handling 2015-01-11 22:23:35 +01:00
Markus Wick 6c46f27709 Merge pull request #1501 from degasus/texture_creation
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181 56e93f8fdd Update size_in_bytes of texture cache entries when copying efb to ram 2015-01-10 13:47:52 +01:00
degasus 38f42da55a TexCache: remove expanded_width
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus 614d058db1 TexCache: don't load tex level 0 on creation
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok 031096c8d4 FramebufferManager: Remove unnecessary sampler declaration.
It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras 4d1face540 Fix indentation 2015-01-07 21:51:47 +01:00
Markus Wick f080e0221e Merge pull request #1758 from rohit-n/build-pch
Fix building with PCH disabled.
2015-01-06 20:42:50 +01:00
Markus Wick 25fac0282c Merge pull request #1764 from Armada651/safe-exclusive
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-06 11:00:47 +01:00
Jules Blok 399b6248d1 D3D: Further improve exclusive fullscreen state checking. 2015-01-05 00:01:22 +01:00
Rohit Nirmal bad5aef5df Fix building with PCH disabled. 2015-01-04 10:45:35 -06:00
Jules Blok 3b9c070ee0 D3D: Only try to apply exclusive mode when the renderer is in focus. 2015-01-04 16:42:16 +01:00
Patrick A. Ferry 069a0864c0 Scale the offset to the IR scale
The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Tillmann Karras 6bcdb10eee CMake: simplify some expressions 2015-01-03 13:17:57 +01:00
Patrick A. Ferry eebd7da443 Fix stretching with Virtual XFB in D3D
This change matches the behaviour of OpenGL.

This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.

See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok dddaa11595 OGL: Fix stereoscopy not being applied properly while the game is running. 2015-01-03 01:36:43 +01:00
Jules Blok 582a15deb3 PostProcessing: Mark all shaders constant. 2015-01-02 20:03:20 +01:00
Jules Blok 26a9afa0e7 Anaglyph: Use matrices instead of vectors. 2015-01-02 14:32:42 +01:00
Jules Blok 491de39325 PixelShaderCache: Implement Dubois algorithm in anaglyph shader. 2015-01-02 03:06:11 +01:00
Jules Blok e3969f763e PostProcessing: Use Dubois algorithm for anaglyph shader. 2015-01-02 03:02:28 +01:00
Markus Wick ec4dfae333 Merge pull request #1747 from Armada651/intel-workaround
OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek 479d1e56c3 Merge pull request #1783 from degasus/disablelogs
OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
Jules Blok 29e05c5ff8 Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok 7eb353b3bd VideoCommon: Don't pass structs between shaders, use the interface blocks instead. 2014-12-28 23:28:00 +01:00
Jules Blok 2c0bee5da9 DriverDetails: Update Intel bug description. 2014-12-28 23:28:00 +01:00
degasus 1ed41672f5 OGL: disable driver warnings fetch
This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick 0f87d9b669 Merge pull request #1781 from Armada651/xfb-fixes
D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek 15f074dd21 Merge pull request #1766 from Armada651/enable-stereo
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok e1dc033113 Renderer: Cosmetics. 2014-12-28 18:35:23 +01:00
Jules Blok 89de7e0526 Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok 730a6e5f4b D3D: Fix Virtual XFB viewport.
Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok 81d1b7f0c2 XFBEncoder: Cosmetics. 2014-12-28 16:30:48 +01:00
Jules Blok d7037ae492 PixelShaderCache: Don't use GetDimensions() for the sample count.
This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Markus Wick 7764a5ed9d Merge pull request #1733 from degasus/glx
GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +01:00
Jules Blok 833513f384 XFBEncoder: Sample the first layer of the resolved EFB texture.
Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok af8ac328e5 Renderer: Use old method of calculating the source rectangle. 2014-12-25 02:37:22 +01:00
Jules Blok 46bb4fd364 FramebufferManagerBase: Remove obsolete parameters. 2014-12-25 00:58:16 +01:00
Jules Blok 49137c7c2c FramebufferManager: Return framebuffer target size in GetTargetSize(). 2014-12-25 00:57:52 +01:00
Jules Blok 1bbb323e97 D3D: Remove obsolete Real XFB codepath. 2014-12-24 23:55:04 +01:00
Jules Blok 31a55384b3 VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok 4a86234a79 D3D: Support stereoscopic XFB blit to screen. 2014-12-24 18:45:24 +01:00
Jules Blok a845aeeb3d FramebufferManager: Copy all EFB layers to the XFB. 2014-12-24 18:45:19 +01:00
Jules Blok 59bea317d7 GeometryShaderCache: Cosmetics. 2014-12-24 17:22:24 +01:00
Jules Blok b109b31f61 FramebufferManagerBase: Only allocate one layer for Real XFB. 2014-12-24 17:22:23 +01:00
Jules Blok a9364cd5db OGL: Support stereoscopic XFB blit to screen. 2014-12-24 17:22:23 +01:00
Jules Blok 12412ac5b7 FramebufferManager: Copy all EFB layers to the XFB framebuffer. 2014-12-24 17:22:22 +01:00
Markus Wick 5526b39320 Merge pull request #1748 from Armada651/stereo-format
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok b2efbdaf44 Cosmetics. 2014-12-23 13:16:09 +01:00
Jules Blok 01718eafa6 FramebufferManager: Use a separate layer variable. 2014-12-23 13:16:03 +01:00
Jules Blok 737bc0e7ad PixelShaderCache: Support stereoscopic EFB format changes. 2014-12-21 15:46:12 +01:00
Jules Blok ba242d27c8 FramebufferManager: Support stereoscopic EFB format changes. 2014-12-21 15:25:58 +01:00
degasus 809117102e VideoCommon: split VertexLoaderBase from VertexLoader 2014-12-21 14:12:43 +01:00
degasus a71c8158d9 VertexLoader: remove inlined getters
They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus 1281798992 VertexLoaderUid: remove operator<
Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus ec28a80e00 VideoLoader: remove VAT_*_FRACBITS
They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.

This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
Ryan Houdek 59e1a8a1a0 Merge pull request #1736 from degasus/osd
OSD
2014-12-20 23:21:24 -06:00
Ryan Houdek 829132d465 Merge pull request #1732 from Sonicadvance1/stupid_android_garbage
Work around broken Android garbage.
2014-12-20 15:29:38 -06:00
Ryan Houdek f2d998c938 Work around broken Android garbage.
This fixes running Dolphin on the Nexus 9.

Android's EGL stack has internal arrays that they use for tracking OpenGL function usage. Probably has something to do with their OpenGL profiling
garbage that used to be in ADT.

Android has three of these arrays, each statically allocated.
One array is for all GLES 1.x functions
One array is for all GLES 2.0/3.0/3.1 and a couple of extensions they deem worthy of being in this array.
The last array is for all function pointers grabbed via eglGetProcAddress that isn't in the other two arrays.

The last array is the issue that we are having problems with. This array is 256 members in length.
So if you are pulling more than 256 function pointers that Google doesn't track in their internal array, the function will return NULL and yell at you
in logcat.

The Nvidia Shield Tablet gets around this by replacing part of the EGL stack with their own implementation that doesn't have this garbage.
The Nexus 9 on the other hand doesn't get away with this. So we pull >100 more function pointers than the array can handle, and some of those we need
to use.

The workaround for this is to grab OpenGL 1.1 functions last because we won't actually be using those functions, so we get away with not grabbing the
function pointers.
2014-12-20 15:15:57 -06:00
Dolphin Bot f978d141c8 Merge pull request #1720 from Armada651/stereo-msaa
FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus a858db1d27 OGL: move osd warning for not supported stereo mode into config validation 2014-12-20 19:54:00 +01:00
degasus ed9c14e0d5 OGL: Fix OGL3 with stereo enabled 2014-12-20 19:13:34 +01:00
Jules Blok d37b65c117 FramebufferManager: Support resolving a multi-layered EFB in OGL. 2014-12-20 16:08:00 +01:00
degasus 3322c55484 OGL: don't clear the stencil buffer
We don't have one. This should remove some spamming of the nvidia driver.
2014-12-20 15:17:20 +01:00
degasus 3f9b52e555 OGL: draw shadows within rasterfont itself 2014-12-20 13:31:41 +01:00
degasus fb177ca04e VideoCommon: merge debug test generators 2014-12-20 13:06:29 +01:00
degasus ffa014dd48 VideoCommon: merge debug info generators 2014-12-20 12:25:10 +01:00
Dolphin Bot a560d8f150 Merge pull request #1716 from Armada651/geom-wireframe
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
degasus e6137407ba GLX: try to get an OpenGL 3.3 core context 2014-12-20 10:57:34 +01:00
Jules Blok bc3ed44050 OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks. 2014-12-19 23:56:02 +01:00
Ryan Houdek 8c0e26d969 Minor changes to DriverDetails
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Jules Blok 761749e07f FramebufferManager: Support resolving a multi-layered EFB in D3D. 2014-12-19 22:37:28 +01:00
Jules Blok 0ae082fb61 FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled. 2014-12-19 22:37:28 +01:00
Ryan Houdek 0fec69001b Fixes Adreno 400 slow performance.
Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
2014-12-19 21:31:37 +00:00
Jules Blok 1b9fe70d7c VideoCommon: Make IsPassthrough() a function of the ShaderUid. 2014-12-19 14:10:53 +01:00
Jules Blok c9e469f832 D3DState: Remove wireframe rasterizer support. 2014-12-19 14:10:52 +01:00
Jules Blok 925bbcb85b VideoCommon: Handle wireframe mode in the geometry shader. 2014-12-19 14:10:52 +01:00
Ryan Houdek 02f22152be Merge pull request #1706 from Armada651/line-width
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Markus Wick c7b809d46b Merge pull request #1669 from degasus/swvertexloader
Video Software Vertex Loader
2014-12-18 19:30:56 +01:00
shuffle2 717e155ce1 Merge pull request #1689 from kayru/d3d_efb_copy_fix
D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Jules Blok 1f84f4632d OGL: Check OpenGL version for geometry shader support. 2014-12-18 00:37:16 +01:00
Jules Blok 93ce95b48e D3D: Use ROUND_UP macro for rounding buffer sizes. 2014-12-18 00:37:15 +01:00
Jules Blok 3d9dfad6a2 D3D: Set the geometry shader before every draw call.
And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok 7e8f96f0d3 OGL: Don't generate a geometry shader if the backend doesn't support it.
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok bd6d229733 GeometryShader: Disable the geometry shader stage if it is a pass-through shader. 2014-12-18 00:36:48 +01:00
Jules Blok 2850c9a206 VertexManager: Disable culling for lines and points. 2014-12-18 00:36:47 +01:00
Yuriy O'Donnell 5688c27610 D3D: Moved setting texture by slot mask into StateManager 2014-12-17 23:41:26 +01:00
Markus Wick 98292682fe Merge pull request #1709 from unknownbrackets/attributeless-fix
OGL: Attempt a larger buffer to workaround 7946
2014-12-17 14:20:54 +01:00
Unknown W. Brackets 5b51f5a801 OGL: Attempt a larger buffer to workaround 7946. 2014-12-16 22:20:45 -08:00
magumagu 31bcdb8f2f D3D+OGL: choose blendenable over logicopenable.
No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok 8ae738ff30 VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok 55e60a9c22 VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok 382e1c22db GeometryShaderGen: Support multiple primitive types.
And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok aa4242fd9c GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy. 2014-12-14 21:23:20 +01:00
Jules Blok b406e4e1f2 VideoCommon: Add a separate constants buffer for the geometry shader. 2014-12-14 21:23:13 +01:00
Jules Blok 6c7bed25a5 Cosmetics 2014-12-14 13:29:27 +01:00
Jules Blok fd6b588627 D3D: Define decimals in floating point numbers 2014-12-14 13:28:49 +01:00
Jules Blok a6ac7dd5bd D3D: Fix Nvidia 3D Vision memory leak 2014-12-14 13:28:49 +01:00
Jules Blok 6fe7d530ed PixelShaderCache: Fix MSAA shaders.
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok b2e73400be Cosmetics 2014-12-14 13:28:48 +01:00
Jules Blok b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
Jules Blok 4b3e784949 TextureCache: Add stereoscopy support for EFB to texture copies. 2014-12-14 13:28:47 +01:00
Jules Blok 3355d8086d D3DUtil: Use a geometry shader to clear all slices. 2014-12-14 13:28:46 +01:00
Jules Blok 799697ad80 PSTextureEncoder: Add texture array support.
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok ced733ccdf PixelShaderCache: Add texture array support to static shaders. 2014-12-14 13:28:46 +01:00
Jules Blok d58e389f67 D3D: Recreate the framebuffer when stereoscopic 3D is toggled. 2014-12-14 13:28:45 +01:00
Jules Blok 7c05b9a6d0 D3D: Set the geometry shader for triangle primitives. 2014-12-14 13:28:44 +01:00
Jules Blok 4f6ce0f236 D3D: Add geometry shader instancing support. 2014-12-14 13:28:44 +01:00
Jules Blok ca766747a8 D3DTexture: Bind textures as texture arrays. 2014-12-14 13:28:43 +01:00
Jules Blok cf12c93c86 D3D: Use common GetEFBLayers() instead of GetEFBSlices(). 2014-12-14 13:28:43 +01:00
Jules Blok 9d9bd5341d D3D: Restore viewport after stereo blitting. 2014-12-14 13:28:43 +01:00
Jules Blok a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00
Jules Blok e53705784b D3D: Add SBS/TAB output support. 2014-12-14 13:28:42 +01:00
Jules Blok 9253bb7d96 D3D: Add geometry shader stereoscopy support. 2014-12-14 13:28:41 +01:00
Jules Blok d5ebdf7a97 D3D: Add GeometryShaderCache. 2014-12-14 13:28:41 +01:00
Jules Blok 9a312e2b83 D3D: Use two slices for most of our textures. 2014-12-14 13:28:40 +01:00
Unknown W. Brackets 1c316eb18c OGL: Correctly define attrib 0 in attributeless. 2014-12-13 21:02:15 -08:00
skidau 15f7e63cc2 Merge pull request #1650 from unknownbrackets/attributeless-fix
OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
Jules Blok 14792c3402 D3DState: Set the pixel shader in m_current when linking dynamically. 2014-12-13 22:09:34 +01:00
Jules Blok a2b43b21fe D3DState: Always update the m_pending members in the setters.
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
skidau 68a4cc6b72 Merge pull request #1686 from degasus/master
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
degasus d5eeb9b713 VideoSW: rewrite VertexLoader to use the VideoCommon one 2014-12-13 10:29:08 +01:00
skidau d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Yuriy O'Donnell 764aee6995 D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
degasus 1a5d791964 OGL: fix efb pokes 2014-12-12 16:11:17 +01:00
Rohit Nirmal b030d29067 Silence some -Wswitch-default warnings. 2014-12-11 22:23:05 -06:00
Dolphin Bot 971a95aece Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Unknown W. Brackets 029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Unknown W. Brackets de2abbed17 OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets 290fd545e6 OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets 0861cb8744 OGL: Properly reset the attributeless VAO. 2014-12-10 20:11:48 -08:00
degasus 02cdb41d3d VideoCommon: Rename s_pCurBufferPointer 2014-12-09 18:56:27 +01:00
degasus 50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
Markus Wick ff4526b4a9 Merge pull request #1657 from Tinob/master
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Rodolfo Bogado cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
Yuriy O'Donnell e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell 4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
Yuriy O'Donnell 80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
Yuriy O'Donnell 0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell 6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Ryan Houdek ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Rodolfo Bogado c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
Rodolfo Bogado 817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
Rodolfo Bogado c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
Rodolfo Bogado 93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
skidau 7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Lioncash 88cd27bbca Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Jules Blok 40920b3823 OGL: Don't use texture arrays for MSAA.
This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
degasus 94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
Yuriy O'Donnell 36b886cb80 D3D: Viewport min and max depth is now clamped to [0..1] range 2014-11-29 11:42:53 +01:00
Yuriy O'Donnell 1fe3d07cbd D3D: Removed somewhat mysterious comment
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek 38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek 2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash 4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok 145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
Jules Blok 106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
Jules Blok 21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
Jules Blok 0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
Jules Blok 6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok 081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok 2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
Jules Blok c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
Jules Blok aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
Jules Blok f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok 0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00
Jules Blok 9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00