Commit Graph

1944 Commits

Author SHA1 Message Date
Tony Wasserka 6e65e02c9e ConstantManager: Do not use single-element arrays. 2014-03-14 22:33:25 +01:00
Tony Wasserka 6c2971eaf6 PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to understand. 2014-03-14 22:33:25 +01:00
Tony Wasserka 8ebb65ebf2 PixelShaderGen: Prettify generated shader source. 2014-03-14 22:33:24 +01:00
Tony Wasserka e2e1c5c905 PixelShaderGen: Add a note about a random idea which should be checked with hardware tests. 2014-03-14 22:33:12 +01:00
Tony Wasserka 6fcbda6752 PixelShaderGen: Cleanup and clarify bump alpha combiner inputs. 2014-03-14 22:33:12 +01:00
Tony Wasserka 9a96a1d525 PixelShaderGen: Remove old, mostly useless comments.
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
2014-03-14 22:33:12 +01:00
Tony Wasserka 8b8bb04fd3 PixelShaderGen: Use bit shifts instead of multiplications as a small optimization. 2014-03-14 22:33:12 +01:00
Tony Wasserka 036a8c6951 PixelShaderGen: Clean up tev compare functionality. 2014-03-14 22:33:10 +01:00
Tony Wasserka fa7173d099 PixelShaderGen: Store tex scale as an integer. 2014-03-14 22:32:30 +01:00
Tony Wasserka 16109fb453 PixelShaderGen: Treat UV coordinates as actual integers. 2014-03-14 22:32:29 +01:00
Tony Wasserka 50526ae50a PixelShaderGen: Remove some dead code. 2014-03-14 22:32:18 +01:00
Tony Wasserka 065919f599 PixelShaderGen: Perform some of the fog calculations with integers. 2014-03-14 22:31:32 +01:00
Tony Wasserka 605b687af8 PixelShaderGen: Use integer math for z textures. 2014-03-14 22:31:31 +01:00
Tony Wasserka 3a6389992e PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though). 2014-03-14 22:31:30 +01:00
Tony Wasserka 3e6efdb53e LightingShaderGen: Perform more lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka 387b9bf3c2 LightingShaderGen: Perform some lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka 78623871f9 ShaderGen: Store material uniforms as integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka 4bf57565e8 ShaderGen: Store light color uniforms as integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka 68e91f0d55 PixelShader: Store fog color as an integer. 2014-03-14 22:31:18 +01:00
Tony Wasserka 0238a56816 PixelShaderGen: Change indirect texture matrix uniforms to use integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka c13a5c38e9 PixelShaderGen: Change the "alpha" uniform to use integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka ec60acac3a PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka df94e62350 PixelShaderGen: Process fog calculations with integer math. 2014-03-14 22:31:18 +01:00
Tony Wasserka 21eb482a6e PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate. 2014-03-14 22:31:11 +01:00
Tony Wasserka cff952c397 PixelShaderGen: Use integer math for indirect tev stage texcoord calculation. 2014-03-14 22:30:27 +01:00
Tony Wasserka e7a42d884f PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023. 2014-03-14 22:30:16 +01:00
Tony Wasserka cb1514e082 PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. 2014-03-14 22:30:15 +01:00
Tony Wasserka a11ae69cb0 PixelShaderGen: Use integer math for TEV combiners. 2014-03-14 22:28:32 +01:00
Tony Wasserka aaa8e74a68 PixelShaderGen: Use integer math for tev outputs. 2014-03-14 22:28:14 +01:00
Tony Wasserka 654442feb7 PixelShaderGen: Use integer math for tev konst value. 2014-03-14 22:28:12 +01:00
Tony Wasserka e69ee6ae0a PixelShaderGen: Remove remaining floating point bits for texture color. 2014-03-14 22:26:50 +01:00
Tony Wasserka ac1c77c392 PixelShaderGen: Use integer math for rasterizer color. 2014-03-14 22:26:50 +01:00
Tony Wasserka 3ea97f7730 PixelShaderGen: Use integer math for indirect texture coords. 2014-03-14 22:26:50 +01:00
Tony Wasserka 0e711bf520 PixelShaderGen: Use integer math for sampling textures. 2014-03-14 22:26:50 +01:00
Tony Wasserka 1b3b12caa0 PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't. 2014-03-14 22:26:50 +01:00
Tony Wasserka fa77e1d2b6 PixelShaderGen: Use integer math for alpha testing. 2014-03-14 22:26:48 +01:00
Ryan Houdek 22c989de9a Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own. 2014-03-14 22:26:27 +01:00
Tony Wasserka bed442198f PixelShaderGen: Make SampleTexture static inline. 2014-03-14 22:26:26 +01:00
Lioncash a82675b7d5 Kill off some usages of c_str.
Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-14 13:51:23 -04:00
Matthew Parlane 31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
Tillmann Karras d802d39281 clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Tillmann Karras f28116b7da clang-modernize -add-override 2014-03-09 21:12:01 +01:00
Tillmann Karras c89f04a7c5 clang-modernize -loop-convert
and some manual adjustments
2014-03-09 21:11:59 +01:00
Matthew Parlane 25341f88ef Fixes include order of TextureConversionShader.cpp 2014-03-09 12:38:29 +13:00
Ryan Houdek 4f02132f93 Make our architecture defines less stupid.
Our defines were never clear between what meant 64bit or x86_64
This makes a clear cut between bitness and architecture.
This commit also has the side effect of bringing up aarch64 compiling support.
2014-03-04 09:36:59 -06:00
Tillmann Karras 315a8ba1c0 Various changes suggested by cppcheck
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
  include the \0 that is always added?)
- set some free()'d pointers to NULL
2014-02-28 12:43:20 +01:00
Tillmann Karras 6914eca167 Fix various warnings reported by clang
- mostly remove unused variables
- rename some generic JIT identifiers
2014-02-28 12:28:19 +01:00
degasus f628695d31 comment fixes 2014-02-26 12:48:52 +01:00
degasus aaaa5af0b2 remove (ATTR|VARY)(IN|OUT) macros 2014-02-26 11:37:29 +01:00
degasus 1d0b6a1156 Merge duplicate parts of sampler into header 2014-02-26 11:37:29 +01:00
degasus 11efa88157 calculate constant values on shader compilation 2014-02-26 11:37:29 +01:00
degasus 8a4aa8c1f5 Rewrite texture tiling implementation
inline halfxb

So we know which is the first pixel by masking.

inline xl

inline xb a bit

inline yl

inline uv1.x shift

remove likely wrong guessed ternary operator

add pixel layout comment

inline xel

optimize the shifts a bit

inline xb

optimize shifts in a second step

extract xb

rename all variables

calculate cache line by position.x

Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit"

It seems I was wrong, the other way is the more natural.

use x_virtual_position instead of uv1.x for x_offset_in_block

This looks more natural and the offset should be masked anyway.

substitude factor with cache_lines

move 32bit logic in a conditional block
2014-02-26 11:37:29 +01:00
degasus bd3beeb184 TextureConverter: Use Log2() and shifts instead of multiplications/divisions 2014-02-26 11:37:29 +01:00
degasus f99c8a0b70 merge common parts of encoding shaders 2014-02-26 11:37:28 +01:00
Pierre Bourdon 4ba9cb217f Fix a compilation error introduced in PR #91.
For some reason it passed builbot-try but didn't build after being merged to
msater. Did not expect that, sorry :(
2014-02-23 03:45:46 +01:00
Pierre Bourdon 83b7bb64aa Make Common/ mostly IWYU clean (and fix errors in rest of the project detected by this change). 2014-02-22 23:37:29 +01:00
Pierre Bourdon ffe588cc24 Fix more header sorting issues in VideoCommon/ (now check-includes clean). 2014-02-20 01:01:10 +01:00
Pierre Bourdon 362dec9c7c Dolphin now builds on Linux with only Source/Core as include dir 2014-02-18 12:18:47 +01:00
Lioncash 2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00
Lioncash 3fd87a7636 Second and final pass of clearing out tabs. 2014-02-17 02:19:41 -05:00
Ryan Houdek 6b5f6ddaa1 Merge pull request #82 from lioncash/vertical-alignment
Fix some vertical alignments
2014-02-16 19:12:42 -06:00
Lioncash 6c4ee1753a Fix some vertical alignments
ie. uses spaces for alignment.
2014-02-16 20:12:05 -05:00
Tony Wasserka de5bfd0bce Merge pull request #37 from degasus/VideoCommonApiFixes
VideoCommon API cleanups
2014-02-16 22:08:28 +01:00
Pierre Bourdon 92f8d93e96 Remove the old MMIO access "interface". 2014-02-16 19:22:40 +01:00
Pierre Bourdon 5b5dfb384e MMIO: Port the VideoCommon PE MMIOs to the new interface. 2014-02-16 19:22:40 +01:00
Pierre Bourdon 4129b30494 MMIO: Port the VideoCommon CP MMIOs to the new interface (and provide framework for other video related mappings). 2014-02-16 19:22:40 +01:00
degasus 647aad0a19 inline SetViewport into VertexShaderManager 2014-02-15 21:09:42 +01:00
degasus d5f1f0d4a9 merge some common parts of Swap() into VideoCommon 2014-02-15 11:33:43 +01:00
degasus 3551259c7a use EFBRectangle for scissor rect
This one is backend independed. The backend should recalc such things on their own.
2014-02-15 11:33:43 +01:00
degasus 1f4219b5b4 move perfquery enable checks into videocommon (caller side) 2014-02-15 11:33:43 +01:00
degasus 5a660c27bc rename UpdateViewport to SetViewport like all others setters in RenderBase.h 2014-02-15 11:33:43 +01:00
degasus e5318d2624 move shared parts from VertexManager::vFlush into VideoCommon 2014-02-15 11:33:43 +01:00
Tillmann Karras 404624bf0b Turn loops into range-based form
and some things suggested by cppcheck and compiler warnings.
2014-02-13 09:05:50 +01:00
lioncash d2038049f5 Replace all include guard ifdefs with "#pragma once" 2014-02-10 18:07:16 -05:00
Matthew Parlane 32bfcc034f Some tidy up of sprintf to StringFromFormat
Includes a small fix to SetupWiiMemory
2014-02-10 17:25:18 +13:00
Lioncash ebb48d019e Clean up some struct indentations
Also cleaned up the indentations of some variable declarations.
2014-02-09 19:40:11 -05:00
Lioncash 40182a48a5 Cleanup enum indentations. 2014-02-09 16:16:10 -05:00
Pierre Bourdon e59f770ccb Revert "Merge pull request #49 from Parlane/sprintf_tidy"
Change broke the build on Debian stable.

This reverts commit 28755439b3, reversing
changes made to 64e01ec763.
2014-02-09 16:14:13 +01:00
Matthew Parlane ebff7974c3 Some tidy up of sprintf to StringFromFormat 2014-02-08 14:32:48 +13:00
Pierre Bourdon 59e2179172 Merge pull request #35 from lioncash/videocommons-kill-xchg-in-statistics
[VideoCommon] Eliminate the function Xchg in Statistics.cpp. std::swap does the same thing.
2014-02-04 16:40:25 -08:00
Lioncash 6d9cd07bb9 [VideoCommon] Eliminate the function Xchg in Statistics.cpp. std::swap does the same thing. 2014-02-04 19:35:27 -05:00
Tony Wasserka af24ed782d Merge pull request #14 from degasus/uboWorkaroundRemove
OGL: Remove non-UBO code path.
2014-02-04 14:05:55 -08:00
Tillmann Karras 8ef57064b2 Silence warning 2014-02-04 01:30:39 +01:00
Lioncash e96f464eb5 [VideoCommon] Remove references to now non-existant files OpenCL.h and OpenCL/OCLTextureDecoder.h in the Visual Studio vcxproj file. 2014-02-01 21:52:06 -05:00
degasus 6089e4470a OGL: remove ubo workaround
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
2014-02-01 22:33:45 +01:00
degasus 31c3bee5bc VertexShaderGen: fix D3D posmtx attribute regression by VertexLoaderCleanup branch
Sorry, I'm too dumb too test my code. I hope this will work fine now.
2014-02-01 11:35:46 +01:00
Tony Wasserka 3dd31fe22b Merge pull request #11 from degasus/VertexLoaderCleanup
Vertex loader cleanup.
2014-01-31 06:13:26 -08:00
degasus 3437c7f060 VideoCommon: small VertexLoader(Manager)? refactoring 2014-01-31 07:31:03 +01:00
degasus 010a0d481a VideoCommon: remove Cache Displaylist
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.

v2: also remove dlc_desc
2014-01-31 07:30:55 +01:00
degasus a65162f1cd PortableVertexFormat: use AttributeFormat for posmtx attribute format 2014-01-31 07:19:34 +01:00
degasus 6c59b691b0 PortableVertexFormat: use AttributeFormat for texcoord attribute format 2014-01-31 07:19:34 +01:00
degasus ef2d6e7d53 PortableVertexFormat: use AttributeFormat for color attribute format 2014-01-31 07:19:34 +01:00
degasus b38ef39ab7 PortableVertexFormat: use AttributeFormat for normal attribute format 2014-01-31 07:19:34 +01:00
degasus 210f4f3e55 PortableVertexFormat: add a struct which hold all needed information for every vertex and use this for position
atm, position attribute is hardcoded both in VertexLoader and in backends.

v2: fix coding style + cleanup lookup table
2014-01-31 07:19:25 +01:00
degasus 02d1d8e6a0 NativeVertexFormat: swap unsigned / signed formats to match GX order 2014-01-30 11:12:10 +01:00
Ryan Houdek 99b6c82ac3 [Android] Fix Adreno v53 development drivers rotating framebuffer
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
2014-01-29 16:39:45 -06:00
Lioncash 0f555d3a47 Remove two references to DX9 in VideoCommon.
DX9 isn't a backend anymore, so may as well get rid of them
2014-01-29 14:39:13 -05:00
degasus b1290a8630 OGL: remove version check for buffer_storage on windows
On Windows, nvidia don't give us their driver version, so we can't workaround any issues.
As buffer_storage is broken on some drivers, we wanted to disble it for them.
So we can't.

Luckyly only "some" released driver versions are affected as this extension is only available since some months. Let's hope that nobody have to use one of this driver version, else they will get a black screen ...
2014-01-28 15:15:26 +01:00
crudelios 9b6c6fa9e4 BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
degasus d3fd0eddbb OSX: don't avoid unsync mapping on nvida gpus just because the windows driver doesn't like it
OSX has their own driver, so performance issues aren't shared with the nvidia driver (unlike the closed source linux and windows nvidia driver). So now they'll also use the MapAndSync backend like all other osx drivers.

fixes issue 6596

I've also cleaned up the if/else block selecting the best backend a bit.
2014-01-26 11:00:29 +01:00
crudelios 23b8465621 BBox: fix for a small rounding issue.
The new chapter title in Paper Mario TTYD had a small graphical bug due to the new code because it read one extra pixel, this fixes it.

I hope this gets everything, I though I had checked most bugs and yet here I am, commit-spamming...
2014-01-25 19:13:32 +00:00
crudelios 5f14f0e3ce BBox: read from the proper world matrix index when transforming vertexes to screen coordinates.
Fixes some remaining bbox related bugs in Mickey's Magical Mirror and a slight graphical glitch in Paper Mario: TTYD when flipping and Vivian as your companion (I've been scratching my head for days to find this one).
2014-01-25 18:04:15 +00:00
crudelios cdfe58f7ed Rewrote bounding box algotithm. Fixes issues 5967, 6154, 6196, 6211.
Instead of being vertex-based, it is now primitive (point, line or dissected triangle) based, with proper clipping.
Also, screen position is now calculated based on viewport values, instead of "guesstimating".

This fixes many graphical glitches in Paper Mario: TTYD and Super Paper Mario.

Also, the new code allows Mickey's Magical Mirror and Disney's Hide & Sneak to work (mostly) bug-free. I changed their inis to use bbox.

These changes have a slight cost in performance when bbox is being used (rare), mostly due to the new clipping algorithm.

Please check for any regressions or crashes.
2014-01-25 15:36:23 +00:00
degasus 1898524c96 VideoCommon: fix "Buffer not large enough for all vertices!" 2014-01-24 00:10:21 +01:00
degasus 1ff681a412 D3D: move streaming buffer fallback into D3D backend
Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
2014-01-23 15:27:18 +01:00
degasus 62f1905978 VideoCommon: don't save streaming fifos into savestate 2014-01-23 15:12:31 +01:00
degasus 52feed04db VideoCommon: allow backends to set the buffer pointer as they want to 2014-01-23 15:12:31 +01:00
degasus 3cb5bb3b30 VertexLoader: temp class for reader/writer 2014-01-21 23:44:51 +01:00
degasus 0b97b33ceb VertexLoader: inline destionation buffer 2014-01-21 19:23:07 +01:00
degasus c613868f57 VertexLoader: load scale factor as const, this will save some assembler instructions 2014-01-21 18:54:16 +01:00
degasus f90fe90320 fix windows debug comile
This is broken because of revision ebbf1d392b
2014-01-21 14:23:50 +01:00
degasus ebbf1d392b VideoCommon: merge trivial parts of VertexManager::Flush 2014-01-21 10:47:00 +01:00
Ryan Houdek 839df31347 Merge of GL-AutoChoose.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
2014-01-18 04:11:59 +00:00
degasus 304adc6e0d IndexGenerator: inline all variables
As we do lots of writes to *Iptr, the compiler isn't allowed to cache any shared variable (neither index nor Iptr itself).
This commit inlines Iptr + index into the index generator functions, so the compiler know that they are const.
2014-01-17 16:34:53 +01:00
degasus 1d6425bd5e IndexGenerator: drop unused variable 2014-01-17 16:34:53 +01:00
degasus 6b01839525 VideoCommon: merge triangle+list+point index buffers
We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.

This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
2014-01-17 16:34:53 +01:00
degasus 770485ad04 VertexLoader: don't check for possible range
I(index) < std::numeric_limits<I>::max() is always true, so we don't have to check it
2014-01-16 22:07:48 +01:00
degasus 5eae39766b enable buffer_storage on nvidia 331.38 on linux
it works fine here, and as the VSH is removed, this is the newest driver.
2014-01-16 17:51:38 +01:00
degasus 331af32038 fixup "Remove the ZTP speedup hack"
This fixes revision b49c09c36b
2014-01-16 00:26:49 +01:00
Tony Wasserka f1adc56a56 Remove vertex streaming hack.
NV has buffer_storage, AMD has pinned memory.
Both are better than that hack which shouldn't ever have been introduced in the first place.
2014-01-16 00:11:12 +01:00
Tony Wasserka b49c09c36b Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).
Fixes issue 6875.
2014-01-16 00:11:12 +01:00
degasus 5e5db9fbc6 VideoCommon: cleanup of "components" usage
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
Pierre Bourdon a561c436fc Change the default GFX backend from D3D11 to OGL.
Rationale and discussion:
    https://ml.dolphin-emu.org/archives/dolphin-dev/2014-January/000003.html
2014-01-14 21:57:32 +01:00
degasus e00c3ce363 TextureConverter: remove implicit int->float convertion
They was used to check if we're writing to the first or second part of one pixel.
So this is now done with a boolean and a ternary operator.
2014-01-13 12:10:17 +01:00
Scott Mansell 9aff16e7c1 Fix stupid bug in Z16L depth texture efb2ram encoding shader. 2014-01-12 13:32:06 +13:00
Ryan Houdek e3d103f60c Update some of the comments in DriverDetails.h for drivers that have fixed their bugs. 2014-01-11 07:31:47 -06:00
Ryan Houdek 67f099af33 Enable buffer_storage for Nvidia drivers 332.21 and above. 2014-01-09 12:06:12 -06:00
degasus eb310cbd1d VideoCommon: disable efb access + perf querys on cph thread
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.

So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00
Ryan Houdek b55a4bb087 Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case.
Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe.
2014-01-08 16:40:31 -06:00
Ryan Houdek 7acc64eb0a [Android] Reenable the bug for dynamic UBO array member accesses.
Some information on this bug since this isn't quite true.
Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we can dynamically access UBO array members.
The issue that is cropping up is actually converting our attribute 'fposmtx' to an integer.
int posmtx = int(fpostmtx);
This line causes some seemingly garbage values to enter in to the posmtx variable.
Not sure exactly why it is failing, probably them just not actually converting the float to an integer and just handling the float directly as a integer.
So the bug is going to stay active with Qualcomm devices until we convert this vertex attribute from a float to a integer.
2014-01-07 07:56:30 -06:00
degasus e6676b4565 OpenGL: fix scaled efb2ram copys
This fix a regression in revision 687097d4bc because of the wrong order of moving the sampled rect and scaling.
2014-01-05 18:19:17 +01:00
Pierre Bourdon ed67d1ae2f Fix the Zelda: The Wind Waker heat effect glitch.
Let's talk a bit about this bug. 12nd oldest bug not fixed in Dolphin, it was a
lot of fun to debug and it kept me busy for a while :)

Shoutout to Nintendo for framework.map, without which this could have taken a
lot longer.

Basic debugging using apitrace shows that the heat effect is rendered in an
interesting way:
* An EFB copy texture is created, using the hardware scaler to divide the
  texture resolution by two and that way create the blur effect.
* This texture is then warped using indirect texturing: a deformation map is
  used to "move" the texture coordinates used to sample the framebuffer copy.

Pixel shader: http://pastie.org/private/25oe1pqn6s0h5yieks1jfw

Interestingly, when looking at apitrace, the deformation texture was only 4x4
pixels... weird. It also does not have any feature that you would expect from a
deformation map. Seeing how the heat effect glitches, this deformation texture
being wrong looks like a good candidate for the problem. Let's see how it's
loaded!

By NOPing random calls to GXSetTevIndirect, we find a call that when removed
breaks the effect completely. The parameters used for this call come from the
results of methods of JPAExTexShapeArc objects. 3 different objects go through
this code path, by breaking each one we can notice that the one "controlling"
the heat effect is the one at 0x81575b98.

Following the path of this object a bit more, we can see that it has a method
called "getIndTexId". When this is called, the returned texture ID is used to
index a map and get a JPATextureArc object stored at 0x81577bec.

Nice feature of JPATextureArc: they have a getName method. For this object, it
returns "AK_kagerouInd01". We can probably use that to see how this texture
should look like, by loading it "manually" from the Wind Waker DVD.
Unfortunately I don't know how to do that. Fortunately @Abahbob got me the
texture I wanted in less than 10min after I asked him on Twitter.
AK_kagerouInd01 is a 32x32 texture that really looks like a deformation map:
http://i.imgur.com/0TfZEVj.png . Fun fact: "kagerou" means "heat haze" in JP.

So apparently we're not using the right texture object when rendering! The
GXTexObj that maps to the JPATextureArc is at offset 0x81577bf0 and points to
data at 0x80ed0460, but we're loading texture data from 0x0039d860 instead.

I started to suspect the BP write that loads the texture parameters "did not
work" somehow. Logged that and yes: nothing gets loaded to texture stage 1! ...
but it turns out this is normal, the deformation map is loaded to texture stage
5 (hardcoded in the DOL). Wait, why is the TextureCache trying to load from
texture stage 1 then?!

Because someone sucked at hex.

Fixes issue 2338.
2014-01-05 11:33:15 +01:00
degasus c42f274e22 OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus 4fff5ac90d OpenGL: drop UBO-workaround usage for efb2ram shaders
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus 01351795f0 TextureCache: Warn for invalid custom textures
At the moment, custom textures with:
- invalid mipmap size
- invalid aspect ratio
- non-fractional scaling factors
are allowed. But they can't be loaded fine by the backend, so generate a warning if someone trys to load them.
2014-01-03 14:30:12 +01:00
degasus 0f0a3cc509 ogl: clamp to edge for out of bound efb access
fixes issue 6898

OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
Ryan Houdek 1118226f27 Merge branch 'master' into buffer_storage 2013-12-31 19:18:30 -06:00
Ryan Houdek 8d8b0fc884 Merge branch 'master' into buffer_storage
Conflicts:
	Source/Core/VideoBackends/OGL/Src/Render.cpp
	Source/Core/VideoCommon/Src/DriverDetails.cpp
	Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre 34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00
Jasper St. Pierre 43e618682e Convert all vcxproj files to UNIX line endings 2013-12-31 14:03:18 -05:00
Ryan Houdek 6d63db96e9 Disable primitive restart on buggy OS X Intel HD 3000 drivers. 2013-12-30 18:26:55 -06:00
Tony Wasserka 3aa0a63fe6 VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
Either way, even if it's still needed for anything, this is not the correct way to fix the issue.
2013-12-30 20:28:07 +01:00
NeoBrainX 3cfa04b5cf VertexShaderManager: Remove a hardcoded projection hack. 2013-12-30 19:26:10 +00:00
Ryan Houdek ce99921c20 [buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it. 2013-12-27 10:56:03 -06:00
Ryan Houdek e697d7a2dd [Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues. 2013-12-19 17:30:39 -06:00
Ryan Houdek 945b903499 Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around. 2013-12-19 09:40:13 -06:00
Ryan Houdek a35b62358a [Android] Things fixed in Qualcomm driver v53. GLSL Centroid usage. SHADER_INFO_LOG reporting 0 at all times. Some crazy nonsense that broke the FPS counter. Those are all fixed. glBufferSubData still makes the device do a OOM error, and is still stupidly slow to use. Many more bugs remain in this latest Qualcomm driver. 2013-12-18 22:23:26 -06:00
Ryan Houdek eb3b933dd0 Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder. 2013-12-11 15:15:55 -06:00
Tony Wasserka c9d9081bf9 Use less brain damaged names for DLCache and TextureDecoder. 2013-12-11 20:35:12 +01:00
degasus 2d8515c0cf VideoCommon: remove outdated copy of OGL::VertexManager::vFlush 2013-12-09 23:49:09 +01:00