Commit Graph

62 Commits

Author SHA1 Message Date
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
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.
2018-05-22 12:24:08 +10:00
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
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.
2018-04-29 19:05:20 +10:00
Stenzek 6374a4c4a8 AbstractTexture: Support multisampled abstract texture 2018-03-01 17:31:24 +10:00
Stenzek 887e3830ba VideoBackends: Restore the framebuffer as part of the API state
It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek 3fd4142f36 OGL: Track state of last bound vertex array object
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +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
Lioncash 050440fd5b OGL/TextureConverter: Remove unnecessary using declaration 2017-12-03 18:51:22 -05:00
Lioncash 93e85f9a7c OGL/TextureConverter: Resolve -Wmissing-variable-declaration warnings 2017-12-03 18:51:17 -05:00
degasus e2a9ee384f VideoCommon: Rename TextureConversionShader namespace. 2017-12-02 15:17:39 +01:00
Stenzek 9da9f26b90 OGL: Use new readback methods for EFB2RAM 2017-11-22 18:47:04 +10:00
iwubcode 33bc286baa Remove old XFB logic 2017-11-17 22:11:29 -06:00
iwubcode b285188de1 Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -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
JosJuice f090a94319 Remove non-integer IRs 2017-08-08 12:09:50 +02:00
N.E.C c3a57bbad5 Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
iwubcode 2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
Stenzek e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Lioncash 468f623d27 ShaderGenCommon: Remove unnecessary includes 2017-02-01 12:19:55 -05:00
Lioncash 273ace7bb7 LightingShaderGen: Remove unnecessary includes 2017-02-01 01:06:00 -05:00
degasus 04f319066d TextureCache: Extract BP enum check to VideoCommon.
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
hthh 801d1d1876 OpenGL: Always use a PBO in EncodeToRamUsingShader
This improves performance significantly on macOS, particularly
noticeably in the Super Mario Sunshine transition, which goes
from ~5FPS to ~17FPS.
2016-12-12 20:33:41 +11:00
Scott Mansell f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
Lioncash 14e0b48ae4 VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
degasus 087ba5268a TextureCache: Rewrite EFB Copy control flow 2015-11-15 12:02:41 +01:00
degasus 71b22702a1 OGL-TextureConverter: Keep care about the global state ifself 2015-11-15 11:59:52 +01:00
degasus 495902787c OGL: Remove TCache::Entry usage in TextureConverter 2015-11-15 11:59:52 +01:00
Lioncash c28e3affc5 TextureCacheBase: Change CacheLinesPerRow to BytesPerRow 2015-10-22 08:14:43 -04:00
Rohit Nirmal 3b75f45cf6 Fix building with PCH disabled. 2015-09-28 11:51:08 -05:00
Scott Mansell b9be3245e1 Move common EFB copy code into VideoCommon
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Ryan Houdek c80e3089c8 [GLES] Fix real XFB.
GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
booto efd250494d Video: stride in bytes rather than pixels 2015-07-25 02:48:56 +08:00
booto 2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
degasus c4fc141ced OGL: Always use sampler objects.
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Tillmann Karras 285ac34bf3 OGL: use GL_TEXTURE* constants 2015-05-27 15:05:49 +02:00
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
Rohit Nirmal 5203c4ef7b Silence -Wunused-variable warning. 2015-01-28 18:09:07 +00:00
magumagu 9dbb9bf3b5 Make sure EFB2RAM buffer is wide enough for new coordinate system. 2015-01-25 23:32:32 -08:00
magumagu 1ee09ced0a Fix OpenGL coordinate computation. 2015-01-25 21:38:30 -08:00
Unknown W. Brackets 029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
Lioncash 49b94e5285 OGL: Get rid of error macros 2014-10-26 04:54:58 -04:00
Shawn Hoffman 5471c71819 msvc: resolve all warnings in VideoBackends/OGL. 2014-08-19 22:33:47 -07:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Ryan Houdek bc9ef95643 Support Sampler binding in the shader.
In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.

Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00