Stenzek
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
Stenzek
e125eaa237
VideoCommon: Drop references to AbstractRawTexture
2018-03-01 17:31:24 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
...
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek
c1b39ecc58
BPFunctions: Move upscaling of scissor rect to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
...
Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
...
This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Stenzek
cd68b3606c
Merge pull request #6193 from stenzek/readbacks
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Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Stenzek
32125cf181
OGL: Fix headless frame dumping
...
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek
6577365851
VideoCommon: Re-implement asynchronous frame dumping
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This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek
f43d85921d
VideoBackends: Add AbstractStagingTexture class
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Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
iwubcode
7248dd47d5
Hybrid XFB: Fix lint errors
2017-11-17 22:11:32 -06:00
iwubcode
4964fc87ae
Video Backends: Remove the right of the xfb region for games where the
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VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode
a129a53e56
Video Common: Improve texture dumping to work with fifoci and
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fifo_comparer
2017-11-17 22:11:32 -06:00
iwubcode
53684701fa
HybridXFB: Fix lint errors
2017-11-17 22:11:31 -06:00
iwubcode
65418a76f5
Video Common: Use correct aspect ratio when saving screenshots / video
2017-11-17 22:11:31 -06:00
iwubcode
e6d85b0915
Video Common: Avoid 'presenting' duplicate frames by detecting when swap
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hasn't changed since the last frame
2017-11-17 22:11:31 -06:00
iwubcode
2295d60fdc
VideoCommon: Output gamma now comes from the xfb copy
2017-11-17 22:11:30 -06:00
iwubcode
e33ab4117d
Video Common: Make auto IR work with HybridXFB
2017-11-17 22:11:30 -06:00
iwubcode
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
iwubcode
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00
iwubcode
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
JosJuice
a310cbec8e
Fix incorrect handling of auto IR
...
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
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
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
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This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek
22b8cbae35
RenderBase: Drop SetColorMask and SetLogicOpMode
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These are now incorporated into the blend state for all backends.
2017-09-03 14:14:54 +10:00
JosJuice
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Michael Maltese
3158a5bc35
RenderBase: clean up UpdateDrawRectangle
2017-04-24 00:39:25 -07:00
Stenzek
ddc5275071
VideoCommon: Drop SetDitherMode()
...
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Markus Wick
4e90c5da8b
Merge pull request #5234 from lioncash/tuple
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RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
Scott Mansell
e6476b805e
Merge pull request #5008 from ligfx/aspectheuristic
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VideoCommon: rework anamorphic widescreen heuristic
2017-04-10 11:30:34 +12:00
Lioncash
c7ab6861c2
RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters
2017-04-09 15:11:59 -04:00
Lioncash
671b5f9747
RenderBase: Return a tuple from CalculateTargetScale instead of using out parameters
2017-04-09 14:41:51 -04:00
Lioncash
caf25653d8
RenderBase: const correctness
2017-04-08 20:11:29 -04:00
Michael Maltese
d10d09ccc1
VideoCommon: rework anamorphic widescreen heuristic
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Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.
This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.
I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:
Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000
The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
Markus Wick
e99cd57eb3
Merge pull request #4935 from Armada651/depth-range-fix
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VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Stenzek
2cd240af0d
VideoBackends: Move max texture size to VideoConfig
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This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Stenzek
4012166085
VideoCommon: Fix crash at startup with virtual XFB enabled
2017-03-09 23:39:48 +10:00
Stenzek
459a5ab554
Android: Move screenshot waiting logic to Renderer
2017-03-04 16:53:16 +10:00
Stenzek
811eafda57
VideoCommon: Store last window request width/height
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This avoids the need to send a window resize event every frame.
2017-03-04 16:53:12 +10:00
Stenzek
00a0a91513
VideoCommon: Move last EFB scale handling to CalculateTargetSize
2017-03-04 16:53:07 +10:00
Stenzek
afc25fdca0
VideoCommon: Rename Renderer s_ prefixes to m_
2017-03-04 16:42:21 +10:00
Stenzek
238a70b006
VideoCommon: Move some common initialization logic to RenderBase
2017-03-04 16:42:16 +10:00
Stenzek
277829d842
VideoCommon: Eliminate static state in Renderer
2017-03-04 16:39:50 +10:00
Jules Blok
a15555fe03
VideoBackends: Use vertex shader depth range if ztexture is used.
2017-02-26 11:34:48 +01:00
Markus Wick
3405f0ba01
Merge pull request #4739 from AdmiralCurtiss/auto-adjust-window-size-16-9
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Make the "Auto Adjust Window Size" option respect the current game's aspect ratio.
2017-01-28 13:02:54 +01:00
Admiral H. Curtiss
e1fa6c374f
RenderBase: Extract the framebuffer size to display size code into function.
2017-01-28 11:40:53 +01:00
Lioncash
70cf774a5c
RenderBase: Forward declare EFBAccessType
2017-01-23 12:41:26 -05:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Stenzek
adc22a5e20
VideoCommon: Add method for calculating full-scale framedump rectangles
2016-11-28 21:54:54 +10:00
Stenzek
6db0ee9561
VideoCommon: Remove backbuffer size parameters from methods
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We have the s_backbuffer_{width,height} fields to represent this, so
there's no point in passing them as parameters every time.
2016-11-28 20:14:59 +10:00
Stenzek
6d0b9b816f
VideoCommon: Support dumping frames to images
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This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
2016-11-23 12:07:49 +10:00
Jules Blok
7e35a47b51
Cosmetics.
2016-11-13 22:17:40 +01:00
Jules Blok
d7cf5e28b6
Frame: Use PauseAndLock when switching fullscreen modes.
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This allows us to regain exclusive mode directly from OnActive().
2016-11-11 20:36:10 +01:00
Jules Blok
c21efa0cad
D3D: Move exclusive mode switching to UI thread.
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This prevents deadlocks when switching to exclusive mode.
And it also allows the CPU thread to block until we've completed the switch.
2016-11-11 20:36:04 +01:00
degasus
193dd97759
VideoCommon: Drop FlipImageData.
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This function isn't used any more, and good code shouldn't use it at all. Use negative strides instead.
2016-11-10 12:59:22 +01:00
degasus
a47332bf8a
VideoCommon/Render: Use a flag for screenshot.
2016-11-07 22:16:34 +01:00
degasus
d79840078f
Renderer: Threaded frame dumping.
2016-11-07 22:11:13 +01:00
degasus
be29090aae
AVIDump: Add a struct for the state.
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So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
degasus
1cc1876002
Revert "Merge pull request #4286 from shuffle2/Aestek-clean-osd"
...
This reverts commit 5c0fa4db4f
, reversing
changes made to b8731eb818
.
2016-10-15 12:44:37 +02:00
degasus
9f264c0872
AVIDump: Move CoreTiming into caller.
2016-10-10 12:03:18 +02:00
degasus
64927a2f81
Renderer: Merge screenshot logic into VideoCommon.
2016-10-08 19:38:57 +02:00
degasus
21e42c68c4
Renderer: Remove write-only variable.
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Sorry, merge failure.
2016-10-08 18:26:43 +02:00
degasus
db0509560e
AVIDump: Hard code rgba.
2016-10-08 18:16:32 +02:00
degasus
0864ef4352
VideoCommon: Add custom stride for framedumping.
2016-10-08 15:44:54 +02:00
degasus
b5a91e1dfa
Framedumps: Add finish() function to limit memory lifetime.
2016-10-08 15:39:22 +02:00
degasus
ebc617882b
VideoCommon: Drop RepeatFrameDumpFrame helper.
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This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
degasus
8c999f9ee8
VideoCommon: Mark framedump variables as private.
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And rename them to the new naming scheme.
2016-10-07 23:17:21 +02:00
degasus
f45ddddf1c
VideoCommon: Add shared framedumping code.
2016-10-07 23:07:40 +02:00
Shawn Hoffman
fa5fa8e094
Clean OSD messages code
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Some OSD messages were displayed in RenderBase.cpp using global variables and some code duplicated
in OnScreeDisplay.cpp.
Now all messages are displayed using functions in the OSD namepace.
* OSDChoice and OSDTime global variables are gone
* All OSD logic is kept at the same place
* All messages are properly aligned
* Clean characters for all OSD messages
Original commit:
commit f0ec61c057
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Aug 7 16:08:41 2016 +0200
2016-10-03 19:37:18 -07:00
Shawn Hoffman
86112c7258
VideoCommon: Minor changes
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Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
Stenzek
6a99cbd9fc
VideoCommon: Call Renderer::SurfaceChanged on render parent resize
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This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
2016-10-01 01:09:12 +10:00
Jules Blok
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Lioncash
508c521f10
RenderBase: Get rid of an undefined global extern
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This doesn't have an implementation, so into
the trash it goes.
2016-01-24 01:07:24 -05:00
Lioncash
d9fec92628
VideoCommon: Header cleanup
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Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
Ryan Houdek
5a549ef663
[Android] Add support for rotation and minimizing the application
2016-01-10 13:00:32 -06:00
Chris Burgener
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
Markus Wick
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
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D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
Lioncash
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
Lioncash
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
Stenzek
a61fc372bb
VideoCommon: Change PokeEFB to take a pointer rather than a vector
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This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
degasus
df799dd124
VideoCommon: Create default implementation for state setters
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It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
2015-11-24 22:39:10 +01:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
sigmabeta
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
Lioncash
23c11b3f27
Thread: Remove unused Barrier class
2015-05-26 19:25:59 -04:00
Ryan Houdek
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
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ogl: efb poke merge
2015-05-25 23:26:39 -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
degasus
c7bae5ad11
VideoCommon: Merge EFB pokes
2015-05-20 10:39:21 +02:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
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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
Pierre Bourdon
1e809d9c11
Revert "Merge pull request #1903 from RisingFog/libav"
...
This reverts commit 34079a0037
, reversing
changes made to 3274df7158
.
2015-01-26 02:35:29 +01:00
Fog
6cad635bd8
Use ffmpeg for Windows Video Dumping instead of VFW
2015-01-21 19:47:45 -05:00
Stevoisiak
cb86db7b68
Minor consistency changes
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Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00