Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
This is already provided in the base class, which performs the same
exact behavior. Given the function in the base class isn't virtual, this
also essentially resolves an instance of shadowing.
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.
While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
Normalizes all variables related to statistics so that they follow our
coding style.
These are relatively low traffic areas, so this modification isn't too
noisy.
It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.
In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.
In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.
In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
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.
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.