Commit Graph

3855 Commits

Author SHA1 Message Date
JosJuice ced2306fc5 Turn EFB_WIDTH/EFB_HEIGHT into constexpr
https://bugs.dolphin-emu.org/issues/11692#note-5

Also change const into constexpr while we're at it.
2019-04-28 11:50:17 +02:00
Connor McLaughlin f7199397a0
Merge pull request #8047 from stenzek/d3d-feature-level-10
D3D11: Fix Dolphin crashing on feature level 10.0 devices
2019-04-28 17:07:37 +10:00
Stenzek 53af27b133 FramebufferManager: Fix invalid transitions for 1xIR in EFB cache 2019-04-28 16:13:49 +10:00
Stenzek 51154d6907 FramebufferShaderGen: Don't emit SV_SampleIndex when not using SSAA 2019-04-28 15:26:21 +10:00
Stenzek d5b3595314 TextureCache: Fix incorrect format string in GetXFBTexture() 2019-04-28 14:32:37 +10:00
iwubcode c2abf092e9 VideoCommon: Do not reset the gather pipe (WPAR buffer) as this does not reflect what actually happens on real hardware. On hardware, there's no way for the GPU to signal to reset the WPAR buffer. Instead, the WPAR buffer will be reset automatically upon receiving 32 bytes or when spr[WPAR] is written 2019-04-26 22:20:53 -05:00
Connor McLaughlin 59c0e51f5b
Merge pull request #8000 from stenzek/more-videocommon-cleanup
Additional cleanup/fixes from VideoCommon merge
2019-04-22 12:50:22 +10:00
Connor McLaughlin 93be178f28
Merge pull request #7857 from stenzek/opengl-stereo
OGL: Fix stereoscopy
2019-04-22 12:41:12 +10:00
Connor McLaughlin 44d5a71e27
Merge pull request #7965 from jordan-woyak/condvar-fixes
Minor changes to usages of std::condition_variable.
2019-04-21 23:50:53 +10:00
Stenzek 9577d0641b ShaderCache: Fix crash at shutdown on shared shader compilation fail 2019-04-21 14:28:14 +10:00
Stenzek f8c1ba409c Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle 2019-04-21 14:28:14 +10:00
Connor McLaughlin 5b4ebccf6b
Merge pull request #8012 from stenzek/bounding-box-shaders
PixelShaderGen: Don't emit bounding box shader code for old UIDs when disabled
2019-04-21 13:27:05 +10:00
Stenzek b09a0e1a60 TextureCache: Check for out-of-range partial copy rect after scaling 2019-04-21 12:54:32 +10:00
Stenzek 3791262d96 TextureCache: Use linear filtering on y-scaled and >1xIR VRAM copies 2019-04-21 12:41:15 +10:00
Stenzek 708bd3d9f7 TextureCache: Simplify XFB reconstruction
This also better handles in-memory interlaced XFB data placed by the CPU
by considering the stride from the VI.
2019-04-21 12:41:15 +10:00
Stenzek dbaba0062a TextureDecoder: Move XFB decoding to Common
This was previously missing for generic (which is used on ARM).
2019-04-21 12:41:15 +10:00
Stenzek eddde3e6c8 ShaderGen: Use interface blocks when geometry shaders are supported
We don't use explicit locations in OpenGL currently, so this breaks
when we use alternative names in the geometry shaders.
2019-04-20 23:44:33 +10:00
Stenzek c6b45c5ca9 ShaderCache: Fix crash if pipeline from uid cache fails creation 2019-04-20 23:16:29 +10:00
Stenzek 96aa762d1e PixelShaderGen: Don't emit bounding box shader code for old UIDs when disabled
If bounding box is enabled when a UID cache is created, then later disabled,
we shouldn't emit the bounding box portion of the shader.

Fixes pipeline creation errors on D3D12 backend for this case.
2019-04-20 23:16:14 +10:00
Connor McLaughlin c26f53bf84
Merge pull request #7999 from stenzek/pipeline-cache-data
Implement pipeline data cache for OpenGL and D3D12
2019-04-20 12:56:02 +10:00
Jordan Woyak 779e618046 VideoCommon: Change free-look's middle-mouse action to roll the camera. 2019-04-17 05:10:11 -05:00
Stenzek 00b83b4196 ShaderCache: Utilize pipeline cache data where possible 2019-04-16 00:39:43 +10:00
Stenzek 61a656570e AbstractPipeline: Support returning "cache data"
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00
Jordan Woyak d34a9afe04 Minor changes to usages of std::condition_variable. 2019-04-06 17:39:25 -05:00
spycrab e44433c2f6
Merge pull request #7955 from Techjar/netplay-golf-mode
NetPlay golf mode
2019-04-05 17:25:23 +02:00
Techjar 6c393f9ff4 Add imgui golf mode overlay 2019-04-05 07:01:03 -04:00
Techjar a318c55cec PixelShaderGen: Fix bounding box coordinates being offset by 1 pixel 2019-04-03 10:09:05 -04:00
Stenzek f2d8c8d2a8 D3D12: Fix rare case where command list was executed with open queries 2019-04-01 20:49:24 +10:00
Connor McLaughlin 32e330eb35
Merge pull request #7950 from stenzek/out-of-range-efb-copies
BPStructs: Gracefully handle out-of-range EFB copies
2019-04-01 13:08:11 +10:00
Stenzek 113bd60fe7 Implement D3D12 backend 2019-04-01 11:24:55 +10:00
Stenzek 378b605669 BPStructs: Gracefully handle out-of-range EFB copies
Since the copy X and Y coordinates/sizes are 10-bit, the game can configure a
copy region up to 1024x1024. Hardware tests have found that the number of bytes
written does not depend on the configured stride, instead it is based on the
size registers, writing beyond the length  of a single row. The data written
for the pixels which lie outside the EFB bounds does not wrap around instead
returning different colors based on the pixel format of the EFB.

This suggests it's not based on coordinates, but instead on memory addresses.
The effect of a within-bounds size but out-of-bounds offset
(e.g. offset 320,0, size 640,480) are the same.

As it would be difficult to emulate the exact behavior of out-of-bounds reads,
instead of writing the junk data, we don't write anything to RAM at all for
over-sized copies, and clamp to the EFB borders for over-offset copies.
2019-03-31 22:05:53 +10:00
Stenzek 3c455de799 FramebufferManager: Fix broken EFB peeks in GL with MSAA on 2019-03-30 03:14:29 +10:00
Stenzek 087b11e780 TextureCacheBase: Fix possible crash on shutdown with deferred EFB copies 2019-03-29 20:54:44 +10:00
Connor McLaughlin f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek d66d778bae PixelShaderGen: Use subgroup reduction operations for bounding box 2019-03-29 20:06:56 +10:00
Connor McLaughlin 1304e963ad
Merge pull request #7895 from stenzek/framebuffer-corruption
FramebufferManager: Don't discard in ReinterpretPixelData
2019-03-29 20:03:13 +10:00
Connor McLaughlin 154eeae8ae
Merge pull request #7915 from stenzek/bbox-scaled-update
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-29 19:59:25 +10:00
Stenzek 3b86c93285 VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek 2a4bca8b4a VideoBackends: Verify validity before doing full renderer init
Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek e9cfcf4632 ShaderCache: Don't create invalid logic op pipelines
uint_output will never be set unless logic ops are enabled. Also clears
the bits so we're not compiling unused pixel shaders on the other
backends.
2019-03-28 20:35:02 +10:00
Stenzek 5732769a3c ShaderCache: Set correct primitive in dummy ubershader pipelines 2019-03-28 20:35:02 +10:00
Stenzek 7dd9d74eec RenderBase: Add EFBHasAlphaChannel() helper 2019-03-28 20:35:02 +10:00
JMC47 b4b0ebae27
Merge pull request #7934 from stenzek/stretched-efb-peeks
FramebufferManager: Fix EFB peek cache stretching last tile
2019-03-27 10:53:47 -04:00
Stenzek 92fa6c34cd FramebufferManager: Fix EFB pokes being offset by 1 in D3D 2019-03-27 23:28:34 +10:00
Stenzek c28393d6f9 FramebufferManager: Fix EFB peek cache stretching last tile 2019-03-27 22:12:40 +10:00
spycrab f7897778ff NetPlayChatUI: Add activate chat hotkey 2019-03-26 18:13:32 +01:00
Stenzek 16294acd2a VideoBackends: Scale bounding box rectangle in the pixel shader 2019-03-25 18:47:58 +10:00
Stenzek cff60f5ba0 FramebufferManager: Only clear tile array when valid
When looking into the Faron Woods fifolog, I noticed this code was quite
high in the profile (~10%). Clearing 4096 entries from the vector isn't
needed every draw, we only need to do this when the cache was actually
valid in the first place.

Should provide a slight general performance boost.
2019-03-24 15:03:04 +10:00
spycrab c89139d75d
Merge pull request #7903 from spycrab/imgui_np_chat
Add imgui-based Netplay Chat
2019-03-23 21:11:33 +01:00
spycrab 7cfb626a83 Add imgui-based Netplay Chat 2019-03-23 20:13:24 +01:00
spycrab 8cfbbbe9dc VideoCommon/RenderBase: Disable backculling for ImGui 2019-03-21 13:16:21 +01:00
Stenzek bf0b52efc6 TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates 2019-03-20 20:05:51 +10:00
Stenzek 8aa0ea10d9 FramebufferManager: Don't discard in ReinterpretPixelData
This was causing the depth buffer to be discarded as well, which
has an effect on mobiles (doesn't get loaded into tile memory).

If we find this is hindering performance (remember, the EFB is
only a 640x528 texture), it may be worth changing the interface to
support discarding only the colour buffer.
2019-03-16 23:45:08 +10:00
JosJuice c71216419b
Merge pull request #7874 from vadosnaprimer/ffv1_fix
FFV1 fix
2019-03-15 23:17:02 +01:00
Stenzek cce7ac43d4 FramebufferManager: Fix panic in VertexManager with large EFB depth poke batches 2019-03-12 18:26:07 +10:00
feos 7fd940411b decrease gop size (keyint)
this makes seeking a lot smoother (especially at high resolutions), while only adding less than 1% of filesize with this codec.
2019-03-11 22:17:13 +03:00
feos 005e60fa22 change pixel format from BGRA to BGR0
for this kind of footage carrying alpha information makes no sense, and it additionally complicates things by hugely damaging compatibility of the resulting video. after this change alone the video becomes compatible with VfW/WinAPI and tools that rely on it (avisynth, virtualdub).

fixes https://bugs.dolphin-emu.org/issues/11141 and https://bugs.dolphin-emu.org/issues/10193
2019-03-11 22:17:12 +03:00
Stenzek a218a794cb FramebufferManager: Implement deferred EFB cache invalidation 2019-03-09 12:24:04 +10:00
Stenzek 6bc4bfd26a FramebufferManager: Implement EFB tile cache
The new tile cache is dynamic in size and can be turned on/off.
2019-03-09 12:23:33 +10:00
Stenzek 65216c9e87 VideoConfig: Add SupportsPartialDepthCopies to backend info
D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
spycrab 9ca394bbea VideoCommon/RenderBase: Don't destroy pipelines that are in use 2019-03-07 01:59:46 +01:00
Tillmann Karras 05fa667d03 VideoCommon: add EFB peek/poke stats 2019-03-04 02:49:59 +00:00
Tillmann Karras 24ba3bf2f2 TextureConversionShader: fix XFB decoding shader 2019-03-01 21:54:33 +00:00
Tilka 6be35422e9
Merge pull request #7832 from stenzek/xfb-decoding-regression
TextureCache: Fix GPU decoding of XFB copies
2019-02-28 11:03:25 +00:00
Stenzek 8192c0dd48 TextureConversionShader: Fix XFB decoding shader for D3D
D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway.
2019-02-28 20:43:50 +10:00
Stenzek db6763019d TextureCache: Fix GPU decoding of XFB copies not falling back to CPU 2019-02-28 20:19:37 +10:00
Stenzek 7f0111b022 TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range 2019-02-28 20:11:46 +10:00
Tilka 6ce7f44b8a
Merge pull request #7753 from stenzek/videocommon-all-the-things
Move a significant amount of video backend logic to VideoCommon
2019-02-26 04:21:05 +00:00
JosJuice ea7b96342b VideoConfig: Don't overwrite aspect_mode with suggested_aspect_mode
Unnecessary since b93b7ec. It was needed before that commit becase
RenderBase.cpp only was checking the value of aspect_mode, not
suggested_aspect_mode.
2019-02-23 16:00:18 +01:00
Stenzek f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek 933f3ba008 TextureCache: Don't copy out-of-range rectangles when stitching textures
This can cause driver crashes or GPU hangs if we do.
2019-02-17 16:35:43 +10:00
Stenzek 2165523fdc TextureConverterShader: Write EFB2Tex XFB copies with alpha value of 1
This way we don't end up with artifacts of the EFB's alpha values in
frame dumps. XFB copies loaded from RAM also set the alpha to 1, so this
will match.
2019-02-17 16:35:43 +10:00
Stenzek 50bdcb8d9c TextureCache: Bind textures/samplers after loading all textures
Since loading textures can result in rendering, e.g. partial copies, we
don't want to disturb partially-bound GX state.
2019-02-17 16:35:43 +10:00
Tilka 8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin 49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
Anthony f65b3a998c
Merge pull request #7739 from zackhow/multib
Android: Disable backend multithreading and add option to gfx menu
2019-02-03 12:44:00 -08:00
Tilka 8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak 69b617ce76 WiimoteEmu: Remove redundant Matrix library and use the one in Common. 2019-02-03 12:02:02 -06:00
Jordan Woyak b9a00a40a9 Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly. 2019-02-03 11:35:31 -06:00
Stenzek b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
zackhow 8a1eb34c38 Android: Default backendMultithreading to false on android 2019-01-25 19:22:07 -05:00
Stenzek 78588ce79d ShaderCache: Use imgui for shader compilation dialog 2019-01-25 11:15:57 +10:00
Stenzek e4b205c769 Decouple XFB scanout from presentation 2019-01-25 11:15:57 +10:00
Stenzek f1e7fb505b Renderer: Scale all imgui fonts by the backbuffer scale 2019-01-25 11:15:57 +10:00
Stenzek c9c0b85056 VideoBackends: Store a backbuffer 'scale'
This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek 36ce47635b RenderWidget: Hook up to ImGui 2019-01-25 11:15:57 +10:00
Stenzek 63dd91628d Remove old RasterFont classes 2019-01-25 11:15:57 +10:00
Stenzek 600d1fc0bc Renderer: Use imgui for drawing debug text and OSD 2019-01-25 11:15:57 +10:00
Stenzek d1868d9475 RenderBase: Implement imgui rendering 2019-01-25 11:10:49 +10:00
Stenzek 396b7c2978 OGL: Invalidate tracked state when calling ResetAPIState()
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek 1d61041985 ShaderGen: Don't use interface blocks on Vulkan without GS
Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
2019-01-24 17:02:17 +10:00
Stenzek 68cb24172b ShaderGen: Omit some unused varyings when possible
Removes the clipPos varying unless slow-depth is used, and the
clipDistance varyings if geometry shaders are not used.
2019-01-23 18:34:22 +10:00
Stenzek 1070192165 TextureCache: Fix a possible crash when partial updating palette textures 2019-01-19 23:38:02 +10:00
Stenzek 84bcbef944 TextureCache: Don't partial copy to non-existant texture layers 2019-01-19 23:38:00 +10:00
Stenzek ade255a5ff TextureCache: Fix broken XFB stitching with stereoscopy is enabled 2019-01-19 23:23:21 +10:00
Connor McLaughlin 5962316068
Merge pull request #7643 from weihuoya/texture-overlap
Texture: fx overlap src position
2019-01-16 08:49:36 +10:00
Connor McLaughlin 0da5929226
Merge pull request #7626 from weihuoya/vulkan-oom
Always clean cache on render swap
2019-01-08 21:57:25 +10:00
weihuoya 66a7db3850 Always flush on swap 2019-01-08 18:28:59 +08:00
JosJuice a8e5f2b922
Merge pull request #7230 from ligfx/remove_clamp_draw_size
RenderBase: don't clamp draw size to window
2019-01-03 18:26:41 +01:00
weihuoya 184b2edc30 fx texture overlap 2018-12-25 21:24:25 +08:00