Stenzek
bbd1ae16db
OGL: Remove unused ProgramShaderCache::CompileShader()
2019-04-21 14:28:14 +10:00
Stenzek
616ad378b7
OGL: Support returning pipeline cache data
2019-04-16 00:39:43 +10:00
Connor McLaughlin
f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
...
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek
86da282570
OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle
2019-03-29 20:06:56 +10:00
Stenzek
3b86c93285
VertexManagerBase: Increase vertex/uniform buffer sizes
...
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
Stenzek
dcdd02d646
GLContext: Remove global context pointer
2018-10-20 21:11:34 +10:00
Stenzek
134d967be2
Refactoring and cleanup of GLInterface (now GLContext)
2018-10-20 21:11:34 +10:00
Lioncash
75f5fcdfee
Assert: Remove unused parameter from DEBUG_ASSERT
...
This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
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
93ab50c555
OGL: Move primitive restart enable logic to GLUtil
2018-03-10 16:11:20 +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
a61fcb0088
OGL: Fix abstract pipelines on drivers without binding layout support
2018-03-10 15:56:06 +10:00
Stenzek
00204dc988
OGL: Make ProgramShaderCache thread safe
2018-03-10 15:55:56 +10:00
Stenzek
e4d3b5f626
OGL: Only create bad shader files in Dump when compile failed
...
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
052d78bcb1
OGL: Log warnings from shader compiles, even if it compiled successfully
2018-02-22 19:08:54 +10:00
Stenzek
3fd4142f36
OGL: Track state of last bound vertex array object
...
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Jonathan Hamilton
c709f3c2d1
Standardise some enums from ALL_CAPS to CamelCase
2018-01-05 10:03:58 -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
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +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
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
6d91c1b079
ProgramShaderCache: Call glTexImage3D after glTexParameter
...
Was missed before merge.
2017-08-05 18:18:30 +10:00
Stenzek
67997529b8
ProgramShaderCache: Create a FBO for shared contexts to draw into
...
This way it allows us to use surfaceless contexts in EGL/GLX. It also
ensures that the shared context shares a similar setup to the main
context's framebuffer, potentially reducing the number of variants a
driver needs to generate.
2017-08-02 20:12:28 +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
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
cd502990fa
OGL: Uber shader support
2017-07-30 17:43:59 +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
62a901508b
OGL: Reload shader cache when relevant video config changes
2017-07-20 17:46:59 +10:00
shuffle2
e63c337830
Merge pull request #5305 from iwubcode/abstract_texture
...
Abstract Texture
2017-06-18 12:57:05 -07:00
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
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
abc662d69c
OGL: Support compute shaders and emitting GLSL 4.3
...
This also changes bSupportsEarlyFragmentTests to
bSupportsImageLoadStore, as it is used for both.
2017-04-01 12:31:41 +10:00
Michael Maltese
de940a5fd6
VideoConfig: add bSupportsFragmentStoresAndAtomics
2017-03-15 17:20:47 -07:00
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
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
Lioncash
468f623d27
ShaderGenCommon: Remove unnecessary includes
2017-02-01 12:19:55 -05:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Léo Lam
31ccfffd38
Common: Add alignment header
...
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
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
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