Commit Graph

304 Commits

Author SHA1 Message Date
Pokechu22 444f6fd0cb Treat alpha as 0 if alpha is 1 for blending
This removes the white box in fortune street again, without causing Mario Kart Wii to regress.
2022-02-08 15:15:15 -08:00
Pokechu22 0327e6acb4 Use the same logic for lerp bias for color and alpha
It doesn't make sense for alpha to add the bias ONLY when dividing by 2, while color doesn't apply the bias for divide by 2 only; hardware testing indicates that alpha should have the bias.

This fixes the menus in Mario Kart Wii (https://bugs.dolphin-emu.org/issues/11909) but reintroduces the white rectangle in Fortune Street.

This reverts commit 5aaa5141ed (and several other matching changes elsewhere).
2022-02-08 15:15:15 -08:00
Pokechu22 29d6dd609c Fix non-constexpr format strings 2022-01-13 11:11:08 -08:00
Pokechu22 fc0d958e26 PixelShaderGen: Fix invalid use of int3(0)
This syntax is allowed by GLSL, but HLSL doesn't allow it.  This meant that games using R8 comparisons in equal mode would produce shaders that failed to compile.  Super Mario Galaxy's water levels were affected by this.
2022-01-12 21:50:34 -08:00
JosJuice a96cfe2531 GLES: Fix LOD bias int/float mismatch
Another simple GLES shader compilation error.
2021-12-28 19:19:22 +01:00
OatmealDome 056613ecc5 PixelShaderGen: Add LOD bias to texture() call on systems that don't support it in the sampler 2021-12-28 02:10:45 -05:00
JMC47 b1f79d9ecf
Merge pull request #10215 from OatmealDome/shader-logic-ops
VideoCommon: Support shader logic ops on Metal (Apple GPUs) and OpenGL ES
2021-12-22 16:39:54 -05:00
Pokechu22 380b333387 PixelShaderGen: Convert to EnumMap 2021-12-18 12:51:55 -08:00
OatmealDome 18b2f6953d PixelShaderGen: Add shader logic ops support on OpenGL ES
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
2021-12-06 22:36:40 -05:00
OatmealDome e0837cb847 PixelShaderGen: Add shader logic ops support on Metal 2021-12-06 22:36:40 -05:00
OatmealDome c12b9b013b PixelShaderGen: Add logic ops to pixel_shader_uid_data 2021-12-06 22:36:34 -05:00
OatmealDome 04ec02c06b ConstantManager: Add logic ops to PixelShaderConstants 2021-11-24 17:52:26 -05:00
Pokechu22 1adff1c467 VideoCommon: Skip textureQueryLevels if it doesn't exist 2021-11-17 21:28:39 -08:00
Pokechu22 bdcfb31187 VideoCommon: Handle custom texture sizes correctly
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke.  That can happen with custom textures, and also with scaled EFB copies at non-native IRs.  It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly).  The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
Pokechu22 93eea7cb13 VideoCommon: Add option to use old behavior (Fast Texture Sampling)
Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:27:32 -08:00
Pokechu22 ee80298ca4 VideoCommon: Implement diagonal LOD
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`.  However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
Pokechu22 51e3334526 VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible 2021-11-17 20:04:34 -08:00
Pokechu22 ddf2691395 VideoCommon: Manually handle texture wrapping and sampling 2021-11-17 20:04:34 -08:00
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22 9ef228503a VideoCommon: Provide raw texdims to shaders 2021-11-17 20:04:34 -08:00
Pokechu22 555a93057c VideoCommon: Allow BitfieldExtract in specialized shaders 2021-11-17 20:04:33 -08:00
Pokechu22 a372a5947b VideoCommon: Fix color channel logic when per-pixel lighting is in use
This was broken in #10012 (specifically by 06579e4d53 and c3dec34391).
2021-10-13 20:43:32 -07:00
Techjar 1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
JosJuice 92fc4f1eca PixelShaderGen: Fix OpenGL ES bounding box compilation error 2021-07-20 11:39:32 +02:00
Techjar 5e0520b6e0 VideoCommon: Expand vector comparisons instead of overloading any()
For whatever stupid reason, Mali drivers do not allow overloading
built-in functions.
2021-07-20 05:24:47 -04:00
Pokechu22 a379456f38 Fix indentation for alphabump 2021-07-08 15:48:14 -07:00
Pokechu22 2feced2e33 Fix indirect textures when format is not ITF_8 2021-07-08 15:48:14 -07:00
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Techjar 3da0976a81 VideoCommon: Define scalar any() and all() functions in GLSL
This fixes bounding box shaders failing to compile under Vulkan, due to
differences between GLSL and HLSL in the return value of vector
comparisons and what types these functions accept. I included all() for
the sake of completeness.
2021-06-13 04:50:35 -04:00
JMC47 0c6e00ce0c
Merge pull request #9801 from Techjar/bbox-rounding-hack
VideoCommon: Only include centered pixels in bounding box
2021-06-11 00:41:11 -04:00
Techjar b267f54259 VideoCommon: Only include centered pixels in bounding box
At higher resolutions, our bounding box dimensions end up being
slightly larger than original hardware in some cases. This is not
necessarily wrong, it's just an artifact of rendering at a higher
resolution, due to bringing out detail that wouldn't have appeared on
original hardware. It causes a texel to fall partially on what would
have been a single pixel at native resolution, resulting in the
coordinates getting bumped up to the next valid value. In many cases,
these slightly larger bounding boxes are perfectly fine, as games don't
hard-code expected dimensions. It is problematic in Paper Mario TTYD
though, for a somewhat complicated reason.

Paper Mario TTYD frequently uses EFB copies to pre-render a bunch of
animation frames for a character sprite (especially in Chapter 2), so
that it can then render 100 or more of them without bringing the
GameCube to its knees. Based on my observation, the game seems to set
aside a region of memory to store these EFB copies. This region is
obviously fairly small, as the GameCube only has 24MB of RAM. There are
2 rooms in Chapter 2 where you fight a horde of as many as 100 Jabbies,
which are also rendered using EFB copies, so in this room the game ends
up making 130(!) EFB copies just for Puni and Jabbi sprites. This seems
to nearly fill the region of memory it set aside for them.
Unfortunately, our slightly larger bounding boxes at higher resolutions
results in overflowing this memory, causing very strange behavior. Some
EFB copies partially overlap game state, resulting in reading it as a
garbage RGB5A3 texture that constantly changes. Others apparently
somehow trigger a corner case in our persistent buffer mapping, causing
them to partially overwrite earlier EFB copies.

What this change does is only include the screen coordinates that align
with the equivalent native resolution pixel centers, which generally
results in the bounding boxes being more in line with original
hardware. It isn't perfect, but it's enough to fix Paper Mario TTYD's
Jabbi rooms by avoiding the buffer overflow. Notably, it is more
accurate at odd resolutions than at even resolutions. Native resolution
is completely unaffected by this change, as should be the case. This
change may also have a small positive impact on shader performance at
higher resolutions, as there will be less atomic operations performed.
2021-06-10 21:49:52 -04:00
Pokechu22 820d9ffbfa Remove PixelShaderGen hasindstage 2021-06-09 20:50:49 -07:00
Techjar 4866002c9b VideoCommon: Perform OpenGL bounding box inversion in pixel shader
Running the min/max operation on the upside down, quad-rounded pixel
coordinates before inverting them to the standard upper-left origin
produces wrong results. Therefore, we need to do the inversion before
rounding to pixel quads.
2021-06-06 20:55:06 -04:00
Techjar 83d55704aa VideoCommon: Round bounding box coordinates down and remove pixel center offset
Fragment coordinates always have a 0.5 offset from a whole integer, as
that's where the pixel center is on modern GPUs. Therefore, we want to
always round the fragment coordinates down for bounding box
calculations. This also renders the pixel center offset useless, as 0.5
vs ~0.5833333 makes no difference when rounding down.
2021-06-05 00:34:10 -04:00
Pokechu22 c58837964f VideoCommon: Fix bounding box on AMD/OpenGL/Windows
Co-authored-by: Techjar <tecknojar@gmail.com>
2021-05-31 16:22:50 -07:00
Techjar e4aef0a85b VideoCommon: Move bounding box pixel quads rounding to shader
This avoids rounding values that the game writes to the bounding box
registers, especially the default values.
2021-05-28 23:30:22 -04:00
Pokechu22 5928182a4c Skip indirect operation for out of bounds indirect stages
This fixes rendering issues in Viewtiful Joe (https://bugs.dolphin-emu.org/issues/12525), but it is not entirely hardware accurate, as hardware testing showed other, more complex behavior in this case.  However, it should be good enough for our purposes.
2021-05-27 22:13:42 -07:00
Pokechu22 b5844ab195 PixelShaderGen: always run indirect stage logic
Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Tillmann Karras f6cf85a8bc PixelShaderGen: Fix OOB tex coord indices
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.

Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
2021-05-07 16:28:09 -07:00
Pokechu22 002ff4e4dd PixelShaderGen: Remove unused num_texgens argument
It became unused in f039149198.
2021-05-07 16:28:08 -07:00
Pokechu22 c3668e179c Split TevStageIndirect::mid into matrix_index and matrix_id 2021-05-07 16:27:52 -07:00
sspacelynx aba9cae5ab
DriverDetails: Fix broken vector bitwise AND on Mali drivers 2021-04-11 15:15:02 +02:00
Pokechu22 70f9fc4e75 Convert BPMemory to BitField and enum class
Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
2021-03-06 19:27:19 -08:00
Pokechu22 aab81d5aa0 Convert XFMemory to BitField and enum class
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
2021-03-06 19:27:14 -08:00
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00
Lioncash 3d9b2aa005 VideoCommon: Migrate over to fmt
Migrates off the printf-based formatting where applicable.
2020-11-17 21:23:58 -05:00
Lioncash a5b28f1f07 ShaderGenCommon: Rename WriteFmt() to Write()
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.

All changes within this are the removal of a <cstdarg> header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
2020-11-09 02:31:49 -05:00
Lioncash dc72edf0e2 UberShaderPixel: Migrate over to fmt
Completes the migration over to using the fmt-formatting WriteFmt
function. The next PR will rename all usages of WriteFmt, while
simultaneously getting rid of the old printf code.
2020-10-27 13:25:11 -04:00
Lioncash 5de2244acf PixelShaderGen: Migrate over to fmt
Continues the migration of the shader generators over to fmt.

After this, all that remains in the Ubershader pixel generator.
2020-10-23 17:17:55 -04:00
Lioncash 9bd533ebe4 VideoCommon/BoundingBox: Make interface for querying bounding box data
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
2019-12-05 11:48:42 -05:00