Stenzek
e9cfcf4632
ShaderCache: Don't create invalid logic op pipelines
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uint_output will never be set unless logic ops are enabled. Also clears
the bits so we're not compiling unused pixel shaders on the other
backends.
2019-03-28 20:35:02 +10:00
Stenzek
5732769a3c
ShaderCache: Set correct primitive in dummy ubershader pipelines
2019-03-28 20:35:02 +10:00
Stenzek
7dd9d74eec
RenderBase: Add EFBHasAlphaChannel() helper
2019-03-28 20:35:02 +10:00
JMC47
b4b0ebae27
Merge pull request #7934 from stenzek/stretched-efb-peeks
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FramebufferManager: Fix EFB peek cache stretching last tile
2019-03-27 10:53:47 -04:00
Stenzek
92fa6c34cd
FramebufferManager: Fix EFB pokes being offset by 1 in D3D
2019-03-27 23:28:34 +10:00
Stenzek
c28393d6f9
FramebufferManager: Fix EFB peek cache stretching last tile
2019-03-27 22:12:40 +10:00
spycrab
f7897778ff
NetPlayChatUI: Add activate chat hotkey
2019-03-26 18:13:32 +01:00
Stenzek
16294acd2a
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-25 18:47:58 +10:00
Stenzek
cff60f5ba0
FramebufferManager: Only clear tile array when valid
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When looking into the Faron Woods fifolog, I noticed this code was quite
high in the profile (~10%). Clearing 4096 entries from the vector isn't
needed every draw, we only need to do this when the cache was actually
valid in the first place.
Should provide a slight general performance boost.
2019-03-24 15:03:04 +10:00
spycrab
c89139d75d
Merge pull request #7903 from spycrab/imgui_np_chat
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Add imgui-based Netplay Chat
2019-03-23 21:11:33 +01:00
spycrab
7cfb626a83
Add imgui-based Netplay Chat
2019-03-23 20:13:24 +01:00
spycrab
8cfbbbe9dc
VideoCommon/RenderBase: Disable backculling for ImGui
2019-03-21 13:16:21 +01:00
Stenzek
bf0b52efc6
TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates
2019-03-20 20:05:51 +10:00
Stenzek
8aa0ea10d9
FramebufferManager: Don't discard in ReinterpretPixelData
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This was causing the depth buffer to be discarded as well, which
has an effect on mobiles (doesn't get loaded into tile memory).
If we find this is hindering performance (remember, the EFB is
only a 640x528 texture), it may be worth changing the interface to
support discarding only the colour buffer.
2019-03-16 23:45:08 +10:00
JosJuice
c71216419b
Merge pull request #7874 from vadosnaprimer/ffv1_fix
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FFV1 fix
2019-03-15 23:17:02 +01:00
Stenzek
cce7ac43d4
FramebufferManager: Fix panic in VertexManager with large EFB depth poke batches
2019-03-12 18:26:07 +10:00
feos
7fd940411b
decrease gop size (keyint)
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this makes seeking a lot smoother (especially at high resolutions), while only adding less than 1% of filesize with this codec.
2019-03-11 22:17:13 +03:00
feos
005e60fa22
change pixel format from BGRA to BGR0
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for this kind of footage carrying alpha information makes no sense, and it additionally complicates things by hugely damaging compatibility of the resulting video. after this change alone the video becomes compatible with VfW/WinAPI and tools that rely on it (avisynth, virtualdub).
fixes https://bugs.dolphin-emu.org/issues/11141 and https://bugs.dolphin-emu.org/issues/10193
2019-03-11 22:17:12 +03:00
Stenzek
a218a794cb
FramebufferManager: Implement deferred EFB cache invalidation
2019-03-09 12:24:04 +10:00
Stenzek
6bc4bfd26a
FramebufferManager: Implement EFB tile cache
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The new tile cache is dynamic in size and can be turned on/off.
2019-03-09 12:23:33 +10:00
Stenzek
65216c9e87
VideoConfig: Add SupportsPartialDepthCopies to backend info
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D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
spycrab
9ca394bbea
VideoCommon/RenderBase: Don't destroy pipelines that are in use
2019-03-07 01:59:46 +01:00
Tillmann Karras
05fa667d03
VideoCommon: add EFB peek/poke stats
2019-03-04 02:49:59 +00:00
Tillmann Karras
24ba3bf2f2
TextureConversionShader: fix XFB decoding shader
2019-03-01 21:54:33 +00:00
Tilka
6be35422e9
Merge pull request #7832 from stenzek/xfb-decoding-regression
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TextureCache: Fix GPU decoding of XFB copies
2019-02-28 11:03:25 +00:00
Stenzek
8192c0dd48
TextureConversionShader: Fix XFB decoding shader for D3D
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D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway.
2019-02-28 20:43:50 +10:00
Stenzek
db6763019d
TextureCache: Fix GPU decoding of XFB copies not falling back to CPU
2019-02-28 20:19:37 +10:00
Stenzek
7f0111b022
TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range
2019-02-28 20:11:46 +10:00
Tilka
6ce7f44b8a
Merge pull request #7753 from stenzek/videocommon-all-the-things
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Move a significant amount of video backend logic to VideoCommon
2019-02-26 04:21:05 +00:00
JosJuice
ea7b96342b
VideoConfig: Don't overwrite aspect_mode with suggested_aspect_mode
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Unnecessary since b93b7ec
. It was needed before that commit becase
RenderBase.cpp only was checking the value of aspect_mode, not
suggested_aspect_mode.
2019-02-23 16:00:18 +01:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
933f3ba008
TextureCache: Don't copy out-of-range rectangles when stitching textures
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This can cause driver crashes or GPU hangs if we do.
2019-02-17 16:35:43 +10:00
Stenzek
2165523fdc
TextureConverterShader: Write EFB2Tex XFB copies with alpha value of 1
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This way we don't end up with artifacts of the EFB's alpha values in
frame dumps. XFB copies loaded from RAM also set the alpha to 1, so this
will match.
2019-02-17 16:35:43 +10:00
Stenzek
50bdcb8d9c
TextureCache: Bind textures/samplers after loading all textures
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Since loading textures can result in rendering, e.g. partial copies, we
don't want to disturb partially-bound GX state.
2019-02-17 16:35:43 +10:00
Tilka
8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
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Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin
49fe9f5db1
Use empty instead of size
2019-02-13 00:03:49 +01:00
Anthony
f65b3a998c
Merge pull request #7739 from zackhow/multib
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Android: Disable backend multithreading and add option to gfx menu
2019-02-03 12:44:00 -08:00
Tilka
8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
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Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak
69b617ce76
WiimoteEmu: Remove redundant Matrix library and use the one in Common.
2019-02-03 12:02:02 -06:00
Jordan Woyak
b9a00a40a9
Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly.
2019-02-03 11:35:31 -06:00
Stenzek
b01df8670f
Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled
2019-01-27 12:31:12 +10:00
zackhow
8a1eb34c38
Android: Default backendMultithreading to false on android
2019-01-25 19:22:07 -05:00
Stenzek
78588ce79d
ShaderCache: Use imgui for shader compilation dialog
2019-01-25 11:15:57 +10:00
Stenzek
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
Stenzek
f1e7fb505b
Renderer: Scale all imgui fonts by the backbuffer scale
2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek
36ce47635b
RenderWidget: Hook up to ImGui
2019-01-25 11:15:57 +10:00
Stenzek
63dd91628d
Remove old RasterFont classes
2019-01-25 11:15:57 +10:00
Stenzek
600d1fc0bc
Renderer: Use imgui for drawing debug text and OSD
2019-01-25 11:15:57 +10:00
Stenzek
d1868d9475
RenderBase: Implement imgui rendering
2019-01-25 11:10:49 +10:00
Stenzek
396b7c2978
OGL: Invalidate tracked state when calling ResetAPIState()
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Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek
1d61041985
ShaderGen: Don't use interface blocks on Vulkan without GS
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Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
2019-01-24 17:02:17 +10:00
Stenzek
68cb24172b
ShaderGen: Omit some unused varyings when possible
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Removes the clipPos varying unless slow-depth is used, and the
clipDistance varyings if geometry shaders are not used.
2019-01-23 18:34:22 +10:00
Stenzek
1070192165
TextureCache: Fix a possible crash when partial updating palette textures
2019-01-19 23:38:02 +10:00
Stenzek
84bcbef944
TextureCache: Don't partial copy to non-existant texture layers
2019-01-19 23:38:00 +10:00
Stenzek
ade255a5ff
TextureCache: Fix broken XFB stitching with stereoscopy is enabled
2019-01-19 23:23:21 +10:00
Connor McLaughlin
5962316068
Merge pull request #7643 from weihuoya/texture-overlap
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Texture: fx overlap src position
2019-01-16 08:49:36 +10:00
Connor McLaughlin
0da5929226
Merge pull request #7626 from weihuoya/vulkan-oom
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Always clean cache on render swap
2019-01-08 21:57:25 +10:00
weihuoya
66a7db3850
Always flush on swap
2019-01-08 18:28:59 +08:00
JosJuice
a8e5f2b922
Merge pull request #7230 from ligfx/remove_clamp_draw_size
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RenderBase: don't clamp draw size to window
2019-01-03 18:26:41 +01:00
weihuoya
184b2edc30
fx texture overlap
2018-12-25 21:24:25 +08:00
Stenzek
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
Stenzek
2644e920cc
Renderer: Add backbuffer format to base class
2018-12-04 17:36:08 +10:00
Stenzek
1adcd47dcb
Renderer: Add a base Initialize() method to match Shutdown()
2018-12-04 17:36:08 +10:00
Stenzek
38479dd783
RenderBase: Force a pipeline flush when drawing the XFB to the host
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Since we use the common pipelines here and draw vertices if a batch is
currently being built by the vertex loader, we end up trampling over its
pointer, as we share the buffer with the loader, and it has not been
unmapped yet. Force a pipeline flush to avoid this.
2018-12-04 17:36:08 +10:00
Connor McLaughlin
6388992f62
Merge pull request #7039 from stenzek/moltenvk
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Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek
502c4c0e87
TextureCache: Recompute overlapping XFB copy hashes after copying to RAM
2018-11-13 12:48:27 +10:00
Pierre Bourdon
541c5ee996
Merge pull request #7550 from JosJuice/widescreen-hack-suggested-ratio
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Fix the widescreen hack for Wii games with 4:3 forced in game INI
2018-11-09 04:28:31 +01:00
Stenzek
78056686fd
TextureCache: Fix leaking TCacheEntry instances
2018-11-08 11:52:17 +10:00
JosJuice
a42432cae4
RenderBase: Set m_aspect_wide on start
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It doesn't feel great to let the value from a previous emulation session
linger around considering that the GC aspect ratio heuristic can use
the previous value of m_aspect_wide when calculating m_aspect_wide.
2018-11-07 19:01:45 +01:00
JosJuice
b93b7ec419
Fix the widescreen hack for Wii games with 4:3 forced in game INI
2018-11-07 19:00:24 +01:00
Stenzek
0c0d66809d
PixelShaderGen: Split bbox into seperate variables
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The Metal shader compiler fails to compile the atomic instructions
when operating on individual components of a vector. Spltting it
into four variables shouldn't make any difference for other
platforms, as they are accessed independently.
2018-11-07 05:41:09 -08:00
Stenzek
673f1963a0
Vulkan: Support macOS via MoltenVK
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The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek
487ea5ab36
VideoBackend: Add a virtual PrepareWindow function
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Executes backend-specific commands on the main thread.
2018-11-07 05:12:20 -08:00
Stenzek
8e2c063d62
TextureCache: Implement deferred/batched EFB copies
2018-11-07 16:25:01 +10:00
Pierre Bourdon
f1413dbbf6
Merge pull request #7501 from Techjar/class-memaccess-cleanup
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VideoCommon: Clean up class-memaccess warnings
2018-10-28 23:59:51 +01:00
Pierre Bourdon
83c3370c2a
RenderBase: send performance sample at every end of frame
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Not the best integration point, but couldn't think of something better.
This implementation has the benefit to be super simple.
2018-10-27 17:39:54 +02:00
Stenzek
eb284b5d66
VideoBackends: Pass window system info from host on creation
2018-10-20 21:11:34 +10:00
Stenzek
1d827a5223
Renderer: Pull dimensions from GLInterface/Swapchain
2018-10-20 21:11:34 +10:00
Stenzek
a3961750a7
Drop Host_GetRenderSurface and pass display to backend
2018-10-20 21:11:34 +10:00
Stenzek
74b82bab3b
GLInterface: Drop Haiku support
2018-10-20 21:11:33 +10:00
Tillmann Karras
97cc9894e4
Update to Visual Studio's default Windows SDK
2018-10-20 00:53:08 +01:00
Techjar
8560eecd49
VideoCommon: Clean up class-memaccess warnings
2018-10-14 23:05:47 -04:00
Tilka
b5d855caf7
Merge pull request #7496 from stenzek/null-shader-cache
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ShaderCache: Don't create or load shader cache with Null backend
2018-10-14 12:30:32 +01:00
Tilka
660fb3fca0
Merge pull request #7412 from AdmiralCurtiss/xfb-stitch-in-order
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Stitch together overlapping XFB regions in order of XFB copy creation.
2018-10-14 12:00:41 +01:00
Stenzek
c2fab7f016
ShaderCache: Don't create or load shader cache with Null backend
2018-10-14 20:03:57 +10:00
Mat M
ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
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Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Tilka
5b8e1e61e8
Merge pull request #7470 from Tilka/fifoplayer
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FifoPlayer: reduce XF_REGS_SIZE to what we know
2018-10-09 08:56:48 +01:00
Tillmann Karras
56fdcf5f00
VideoCommon: remove unnecessary floor()
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floatindex is clamped to the range [0, 9]. For non-negative numbers
floor() is equivalent to trunc(). Truncation happens implicitly when
converting to uint, so the floor() is unnecessary.
2018-10-09 00:31:43 +01:00
Tillmann Karras
9c7136453d
FifoPlayer: reduce XF_REGS_SIZE to what we know
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This avoids out-of-bounds warnings when replaying FIFO captures.
The value of XF_REGS_SIZE is written into the DFF header and we only
read the min of XF_REGS_SIZE and the header value, so this change is
backward compatible and doesn't break forward compatibility for old
Dolphin versions either.
2018-10-08 06:54:32 +01:00
Tillmann Karras
c53cd09b00
BPStructs: don't warn about busclock/perf regs
2018-10-07 16:08:18 +01:00
Pierre Bourdon
58b0a284a8
Merge pull request #7408 from AdmiralCurtiss/twin-snakes-cutscene-flicker-fix
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Do not consider XFB copies for invalidating textures when loading a new texture.
2018-10-01 22:24:31 +02:00
Stenzek
eb33d7af64
Core: Call InitBackendInfo before loading config
2018-09-28 21:44:41 +10:00
Stenzek
93923e2b29
Don't fill backend info when core is running
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The current approach results in the UI thread creating a graphics device
whilst the core is running, leading to races on function pointers, and
potentially crashing.
2018-09-28 21:43:22 +10:00
Stenzek
a877d5f6dc
Remove unused Host_ShowVideoConfig
2018-09-28 14:05:53 +10:00
Léo Lam
c49eb2d249
Merge pull request #7398 from Techjar/emu-speed-skip-vsync
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VideoCommon: Skip vsync if configured emulation speed is not 100%
2018-09-16 15:19:45 +02:00
Admiral H. Curtiss
f2fa63783b
Do not consider XFB copies for invalidating textures when loading a new texture.
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This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy.
2018-09-15 13:56:45 +02:00
Admiral H. Curtiss
3e95d3c477
Stitch together overlapping XFB regions in order of XFB copy creation.
2018-09-14 19:41:27 +02:00
Admiral H. Curtiss
d97bc0d359
Correctly adjust the rendered XFB region at non-native internal resolutions when XFB was loaded from console RAM.
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If, for whatever reason, the XFB has to be loaded from console memory, it's possible that the texture is returned at native resolution instead of EFB-scaled resolution. In this case, our xfb_rect.right adjustment must also happen at native resolution instead of scaled resolution.
2018-09-13 19:39:49 +02:00
Techjar
e9046f8eec
VideoCommon: Skip vsync if configured emulation speed is not 100%
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It doesn't make much sense to try to vsync at weird framerates, and
vsync actually causes the speed setting to not work as expected.
2018-09-05 05:40:22 -04:00