D3D11 cannot handle block compressed textures where the first mip level
is not a multiple of the block size. The simple fix for texture pack
authors: leave these textures uncompressed. You can still use a .dds
container.
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
Also ensure that all members of the class are initialized on
construction as well. Previously the bool indicating if options are
dirty wouldn't be initialized, which could be read uninitialized if an
instance was constructed and then IsDirty() is called.
Given this is a base class, we should clearly state what the parameters
to the functions in its exposed interface actually mean or represent.
This avoids needing to hunt for the definition of the functions in cpp
files.
While we're at it, normalize said parameter names so they follow our
naming guidelines.
This makes it possible to use enums as the config type.
Default values are now clearer and there's no need for casts
when calling Config::Get/Set anymore.
In order to add support for enums, the common code was updated to
handle enums by using the underlying type when loading/saving settings.
A copy constructor is also provided for conversions from
`ConfigInfo<Enum>` to `ConfigInfo<underlying_type<Enum>>`
so that enum settings can still easily work with code that doesn't care
about the actual enum values (like Graphics{Choice,Radio} in DolphinQt2
which only treat the setting as an integer).
Also move it to MathUtils where it belongs with the rest of the
power-of-two functions. This gets rid of pollution of the current scope
of any translation unit with b<value> macros that aren't intended to be
used directly.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
Prior to this change, it's possible for m_wake_me_up_again to be used
while it's in an uninitialized state from the exposed API.
e.g.
- Using SetEnable after construction would perform an uninitialized read.
- Using PushEvent would perform an uninitialized read by way of operator |=.
internally, an uninitialized read can happen if PullEventsInternal() is
executed before other functions.
Just to avoid the whole possibility of performing uninitialized reads,
we just give the class member a default value of false.
This way, if we load a UID cache where the data was incomplete (e.g.
Dolphin crashed), we don't lose the existing UIDs which were previously
at the beginning.
This will create a merge conflict if two PRs try to increment the
cache version at the same time, which makes it noticeable that the
PR that gets merged last needs to increment the cache version again.
We already use this for savestates and the game list cache.
Minimizes repetition.
std::minmax_element can be used for the 256 * 2 case, as it's only performing byte comparisons
and thus, there will always be an element smaller than 0xffff, so it doesn't need to be included
in the set of compared values.
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.