Commit Graph

1196 Commits

Author SHA1 Message Date
Lioncash 10c1fd7f38 MathUtil: Make Rectangle constructors and equality operator constexpr 2015-10-20 20:30:36 -04:00
Scott Mansell 9ee610830c Make sure FORCE_EARLY_Z is defined for GLES 2015-10-18 02:37:14 +13:00
Scott Mansell e7b2a22225 Support Conservative Depth as a fallback for EarlyZ
Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
Markus Wick 4d3d947efc Merge pull request #3157 from degasus/videosw3
VideoSW: Wipe alpha on bypass EFB
2015-10-17 12:02:55 +02:00
flacs d85344bd58 Merge pull request #3155 from degasus/videosw
VideoSW: Split up OGL window handling
2015-10-17 04:56:44 +02:00
Lioncash b5b304cff2 VertexShaderManager: Get rid of float pointer casts 2015-10-15 23:34:54 -04:00
degasus b69bff0690 VideoSW: Use OpenGL Core context 2015-10-14 00:13:54 +02:00
degasus 61c3a0d9e4 VideoSW: Split up OGL window handling
This removes OSD support for video software, but it was already broken before.

This commit does not try to fix coding style issues, the rewrite of this presentation API is splitted up.
2015-10-14 00:13:54 +02:00
flacs b0bbe52cc9 Merge pull request #3164 from phire/samplerArrays
PixelShaderGen: Use arrays of texture samplers.
2015-10-12 18:44:14 +02:00
Tillmann Karras 9f8981c7c0 VertexLoaderUtils: remove simple wrapper functions 2015-10-11 23:40:50 +02:00
Scott Mansell 645e4cbbee PixelShaderGen: Use arrays of texture samplers. 2015-10-12 05:06:39 +13:00
flacs a7b6ae8f2c Merge pull request #3160 from Tilka/style
Misc. style fixes
2015-10-11 15:36:06 +02:00
Tillmann Karras 99228633c3 OGL: simplify AA modes initialization 2015-10-10 22:51:31 +02:00
Tillmann Karras 0f1b287402 Misc. style fixes 2015-10-10 17:44:42 +02:00
degasus d4e447555e VideoSW: Wipe alpha on bypass EFB
Alpha must not be displayed.
2015-10-10 11:45:39 +02:00
shuffle2 81414b4fa2 Merge pull request #3076 from void-ghost/stereo3d_presets
Stereo3d presets
2015-10-03 18:10:23 -07:00
Lioncash 5464e698fc Merge pull request #3102 from rohit-n/build-pch
Fix building with PCH disabled.
2015-10-03 13:30:51 -04:00
Scott Mansell 58d893e56f Merge pull request #3075 from waddlesplash/no-regexp
FileSearch: Don't use RegExes, just do string comparisons.
2015-10-02 04:00:23 +13:00
flacs 696d6eae09 Merge pull request #3108 from lioncash/cstyle-array
ChunkFile: Provide additional helpers for C-style arrays
2015-10-01 01:55:54 +02:00
Lioncash a10be26972 Tev: Don't savestate Zero16
It's an array of zeroes. There's no need.
2015-09-30 19:45:50 -04:00
Lioncash c6678687b0 ChunkFile: Provide additional helpers for C-style arrays
Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.
2015-09-30 19:45:46 -04:00
Lioncash d6ff75d71d OGL: Remove unnecesary FPSCounter include from Render.cpp 2015-09-29 10:01:38 -04:00
Rohit Nirmal 3b75f45cf6 Fix building with PCH disabled. 2015-09-28 11:51:08 -05:00
waddlesplash 06c6f60f5b OGL: Use SplitPath() instead of std::regex. 2015-09-27 13:26:19 -04:00
waddlesplash 5643fe5d1f FileSearch: Don't use RegExs, just do string comparisons.
Nothing used the RegEx feature of FileSearch, and GCC < 4.9
doesn't support C++11 RegEx properly, so get rid of it.
2015-09-27 13:25:51 -04:00
flacs 8ea9b07b59 Merge pull request #3093 from lioncash/header_shuffle
Common: Trim Common.h
2015-09-27 03:18:03 +02:00
Lioncash cc036ca86c Common: Remove other Common prefixed headers from Common.h 2015-09-26 18:51:58 -04:00
Lioncash 1d42db2439 Common: Move NonCopyable to its own header 2015-09-26 18:50:35 -04:00
Ryan Houdek be667e7de8 Merge pull request #3035 from aserna3/SSAAImprovements
Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna df189c3ea3 Improved D3D and OGL AA option UI
Removed Quality Levels from D3D AA options

Dropdown text now shows whether you're applying MSAA or SSAA

Added a description for SSAA

Moved SSAA checkbox

Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
ghost 07e4b4f7c4 VideoBackend: Video config filename is now exposed in VideoBackends.
It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell c9836ff592 EGL: Don't depend on VideoCommon or Core 2015-09-22 00:36:48 +12:00
Scott Mansell 93f6563789 WGL: Don't depend on Core/VideoCommon 2015-09-22 00:36:45 +12:00
Scott Mansell 95f3c956a8 Move GL interface code out of the OpenGL video backend. 2015-09-22 00:36:45 +12:00
degasus be16901ae1 VideoSW: Don't raise a PanicAlert because of indices
It's not panic, it may just render wrong. And this case seems to happen often.
2015-09-20 13:13:47 +02:00
degasus c976e14277 GLInterface: Fix VideoSW on linux + OSX (v2)
Our Video Software backend isn't OpenGL Core compatible, so we need a flag to alloc a compatible one.

v2: Fix AGL profile selection.
2015-09-19 13:22:55 +02:00
Markus Wick a7e9a154a5 Revert "GLInterface: Fix VideoSW on linux + OSX" 2015-09-18 13:40:09 +02:00
degasus baf09c3af6 VideoSW: Remove unused function 2015-09-17 19:44:44 +02:00
flacs e4dfb2f6bf Merge pull request #3054 from degasus/master
GLInterface: Fix VideoSW on linux + OSX
2015-09-17 19:21:16 +02:00
degasus 3b5b80bf3c VideoSW: Drop SW bbox code
The hardware backends don't use this shared code any more, and it's not needed for video sw either. So this was just dead code.
2015-09-17 18:21:37 +02:00
degasus e3e0399af2 VideoSW: Drop HwRasterizer
I don't remember it being working, and nobody cares about performance of videosw.
2015-09-17 18:21:37 +02:00
degasus 48279c1840 GLInterface: Fix VideoSW on linux + OSX
Our Video Software backend isn't OpenGL Core compatible, so we need a flag to alloc a compatible one.
2015-09-17 17:52:56 +02:00
Lioncash a94300dd86 Rasterizer: Use multiplication instead of shifts in DrawTriangleFrontFace
The left-hand-side is negative at some point which is considered undefined by the standard.
2015-09-17 01:46:29 -04:00
Scott Mansell deeb1d8370 Remove segfault from DX11 backend.
Instead of blindly using the expected width, clamp it to the stride of the
buffer which dx11 returns. This prevents use from reading invalid memory
at the end of textures.

This doesn't solve the base issue of what to do when a game tries to copy
from outside the efb. On real hardware it returns random noise (biased
to all ones)
2015-09-17 02:22:00 +12:00
Ryan Houdek f121d7a8cd Merge pull request #3026 from lioncash/constexpr
MathUtil: Make Clamp and IsPow2 constexpr functions.
2015-09-12 02:28:38 -04:00
Ryan Houdek 5556781946 Merge pull request #3018 from Armada651/ogl-tab
OGL: Invert Top-and-Bottom mode.
2015-09-12 02:21:19 -04:00
Ryan Houdek 17ff069d4a Merge pull request #3002 from degasus/master
OGL: reimplement SSAA based on ARB_gpu_shader5
2015-09-12 02:14:45 -04:00
Lioncash b9e360df7b MathUtil: Convert Clamp into a constexpr function 2015-09-12 01:18:28 -04:00
Jules Blok 99c08c89bb OGL: Invert Top-and-Bottom mode. 2015-09-10 22:22:26 +02:00
Ryan Houdek 3014feedc8 Merge pull request #3012 from degasus/destAlpha
VideoCommon: Drop "Disable destAlpha" hack
2015-09-10 13:56:43 -04:00
Scott Mansell de9310fe70 Split OpenGL errors into a separate logtype from Video errors.
Allows them to be enabled/disabled separately.
2015-09-10 18:38:45 +12:00
degasus 74b20e627c VideoCommon: Drop "Disable destAlpha" hack
This option has no use any more, neither performance nor driver workaround.
2015-09-09 21:31:54 +02:00
Scott Mansell a95adba39b Drop DEBUG_SEVERITY_NOTIFICATION messages down to DEBUG_LOG 2015-09-09 12:22:52 +12:00
degasus 664beea538 OGL: reimplement SSAA based on ARB_gpu_shader5
So i965 shall support it again.
2015-09-07 22:21:11 +02:00
Ryan Houdek bfb544e1fb [GLES] Enable bounding box support. 2015-09-07 12:07:27 -05:00
Scott Mansell 1f800b80dd Merge pull request #2960 from phire/improve_efb2tex
Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus 1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
Scott Mansell ee649c6d9f Make efb2tex behave more like efb2ram.
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.

Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell c08a83a5aa Merge pull request #2957 from phire/unify_efbcopy
Cleanup and unify efb copy implemtations into VideoCommon
2015-09-07 00:10:42 +12:00
Scott Mansell 137856bd00 Fix palette conversions for 4 bit efb copies.
Fixes purple shadow in THPS4 and many other things.
2015-09-06 21:16:52 +12:00
Scott Mansell b9be3245e1 Move common EFB copy code into VideoCommon
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
comex 96e42dff52 Merge pull request #2977 from lioncash/unused
General: Remove unimplemented function prototypes
2015-09-05 22:20:47 -04:00
Lioncash 633be0387d General: Remove unimplemented function prototypes 2015-09-05 22:01:07 -04:00
Scott Mansell 52948bb3ef Cleanup and unify handling of efb copy stride. 2015-09-05 23:37:24 +12:00
Tillmann Karras a8c8f52f20 OGL: remove unused variable 2015-09-05 12:40:14 +02:00
Ryan Houdek 7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Ryan Houdek 9618738278 Remove all of our workarounds for Qualcomm devices we don't support anymore. 2015-09-04 23:45:35 -05:00
Markus Wick e7660325b4 Merge pull request #2967 from Sonicadvance1/GLES_blend_func_extended
Support EXT_blend_func_extended in GLES.
2015-09-05 03:43:28 +02:00
Ryan Houdek 5fa4c8d930 Support EXT_blend_func_extended in GLES.
This lets us get dual source blending on GLES targets.
2015-09-04 20:25:59 -05:00
Ryan Houdek 6cf7048423 Implement ClearCurrent on the EGL GLInterface
This fixes an error on GLInterface shutdown when using EGL.
2015-09-04 19:58:58 -05:00
Lioncash 102a2a975d BitField: Enable ifdef'd out code for Windows 2015-09-03 22:06:15 -04:00
Shawn Hoffman aa7208e270 [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
Ryan Houdek 7a35f9285b [GLES] Support texture_buffer for palette texture conversion.
OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
      - Qualcomm's Adreno 4xx
      - IMGTec's PowerVR Rogue
2015-09-01 05:41:03 -05:00
Markus Wick a16669231a Merge pull request #2917 from Sonicadvance1/android_fix_sgs6
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
2015-08-29 08:56:32 +02:00
Markus Wick 6004ecc521 Merge pull request #2920 from rohit-n/build-pch
Fix building with PCH disabled.
2015-08-28 23:08:24 +02:00
Rohit Nirmal 6252d2d71a Fix building with PCH disabled. 2015-08-28 14:13:28 -05:00
Lioncash e787501528 Vec3: Simplify operator== code 2015-08-28 14:46:40 -04:00
Lioncash bb27f80a65 Vec3: Remove a memset call on the this pointer 2015-08-28 14:10:07 -04:00
Ryan Houdek 01db003779 [Android] Workaround Mali driver issue on the Samsung Galaxy S6.
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.

We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.

Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
2015-08-28 09:02:46 -05:00
Ryan Houdek 447b1b09e3 Support OpenGL ES 3.2.
OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)

Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
2015-08-26 17:57:51 -05:00
Ryan Houdek b4e4a4cef4 Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
Ryan Houdek 3f1055de94 Fix a memory leak in the EGL GLInterface. 2015-08-18 08:26:45 -05:00
Jules Blok 7e266b080f TextureCache: Remove redundant floor(). 2015-08-15 15:30:50 +02:00
Jules Blok b01ca1794a Revert "VideoCommon: Clamp integer conversions."
This reverts commit 0f2c72f0f8.
2015-08-15 13:50:43 +02:00
Ryan Houdek c80e3089c8 [GLES] Fix real XFB.
GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
Anthony Serna ca250f6b71 Specified the type of AA in OGL AA settings 2015-08-09 09:59:20 -07:00
degasus d3cf4034de DriverDetails: Disable GL_ARB_copy_image on mesa. 2015-08-06 19:41:36 +02:00
degasus e2f42f8fd0 OGL: Move copy_image variable into backend. 2015-08-06 19:41:36 +02:00
unknown 739ede2242 Fix code to comply with coding style 2015-07-31 20:00:36 -04:00
mirrorbender 0faba3b018 Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling. 2015-07-31 19:58:02 -04:00
Lioncash 7ee0e75633 Remove unnecessary virtual keywords 2015-07-30 10:33:08 -04:00
booto 9d055ba5f2 Video: Trying to fix D3D/XFB disabled regression 2015-07-26 00:59:00 +08:00
booto efd250494d Video: stride in bytes rather than pixels 2015-07-25 02:48:56 +08:00
booto c43ae67b3b RealXFB sizes don't get scaled by IR
When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
booto 2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
Ryan Houdek c81bd32720 Merge pull request #2764 from Sonicadvance1/pvr_workaround3
Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
2015-07-22 16:47:11 -05:00
Markus Wick 6bcdae616b Merge pull request #2679 from Tinob/master
Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
Ryan Houdek c4f0515141 Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
The default EGL_RENDERABLE_TYPE is GLES1, so vendors have the ability to choose between returning only the bits requested, or all of the bits
supported in addition to the one requested.
PowerVR chose to take the route where they only return the bits requested, everyone else returns all of the bits supported.
Instead of letting the vendor have control of this, let's incrementally go through each renderable type and make sure it supports everything we want.
This will cover all devices for now, and for the future.
2015-07-22 11:11:23 -05:00
Ryan Houdek dc46ae0380 Fix an oversight in GLExtensions
I only wanted to erase the first character in the string, not the entire thing.
Fixes Qualcomm and PowerVR devices crashing out immediately.
2015-07-20 22:01:23 -05:00
Rodolfo Bogado d8cd2c3252 Implement scaled partial texture updates 2015-07-02 08:53:40 -03:00
Lioncash daa205990f Use emplace() instead of insert() where applicable for maps. 2015-06-28 19:52:40 -04:00
Jules Blok 75a9740ab7 Merge branch 'stable' 2015-06-25 12:24:15 +02:00
Jules Blok 8fd5f249fa Merge pull request #2656 from Armada651/ogl-inv-depth
OGL: Allow inverted depth ranges.
2015-06-25 12:06:56 +02:00
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