Commit Graph

156 Commits

Author SHA1 Message Date
Kojin 210336d8c1 gsdx-d3d11: Modernize swapchain and device creation
Updates the d3d device and swapchain creation to more modern methods.

- Use CreateDXGIFactory2 to create the factory and store in member
- Use CreateSwapChainForHwnd
- Add messages for failures to the console
- Some general formatting improvements
2020-07-07 15:59:44 -04:00
Gregory Hainaut 9e7069f374 gsdx hw: add API to manage sparse texture allocation
DX/GL should implement "CommitPages" to really commit memory

Note: CommitPages should also update the m_committed_size member
2019-04-26 12:40:04 +02:00
Gregory Hainaut 2c99a0775c 3rdpary: import GL/glcorearb.h
It will replace glext.h in the future

v2: add requirement in gsdx
2019-02-07 12:34:02 +01:00
lightningterror cb59794b8d GSdx: Remove d3d9 header include from stdafx.h 2018-12-22 22:53:09 +01:00
arcum42 2e1db411fa GSdx: Folder Reorganization. (#2657)
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.

Also remove unused GSTextureFX.cpp file.
2018-11-16 19:41:37 +01:00
Jonathan Li 286e7293fa gsdx:windows: Fix screenshot/GS dump path issues
Fixes an issue with screenshots/GS dumps not saving if the path contains
characters not present in the current codepage.
2018-07-23 00:51:02 +01:00
Jonathan Li fe2dfdb3b9 gsdx: Remove "using namespace std" 2017-09-08 09:56:28 +02:00
Jonathan Li 2aeb406e38 gsdx: Remove hash_{map,set} macros
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li a3b3b4f657 gsdx: Fix uptr size on Windows x64 build 2017-04-29 23:22:02 +01:00
Jonathan Li ae73356ecf gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything)
from having its own copy of the strings.
2017-03-30 01:10:48 +01:00
Jonathan Li f174d71ac7 gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list
argument is indeterminate after being passed to vsnprintf.

Use the return value to determine the buffer length, and call va_end and
then va_start before vsnprintf is called again.
2017-03-21 23:21:26 +00:00
Jonathan Li c498833c27 gsdx: Remove VS2013 stuff 2017-03-13 23:57:15 +00:00
Gregory Hainaut 5751e38180 gsdx: use range loop instead of for_each 2017-01-30 17:58:39 +01:00
Gregory Hainaut 077ae2e6a0 gsdx: use (void)(0) for empty statement
Reduce warning in cppcheck
2017-01-22 21:10:40 +01:00
Gregory Hainaut d1315b6187 gsdx tc: save list iterator to allow fast removal
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays
2017-01-15 20:11:34 +01:00
Gregory Hainaut 8cf3a83dd7 gsdx: try to ask GCC to generate not dumb code
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.

Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/

Current generated code in GSTextureCache::SourceMap::Add

    38b3:	bsf    eax,esi
    38b6:	add    esp,0x10
    38b9:	test   esi,esi
    38bb:	jne    387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>

BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
2017-01-11 21:36:05 +01:00
Jason Brown b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jonathan Li ac78688a32 gsdx: Make GSJobQueue non-inheritable
In the previous code, the threads were created and destroyed in the base
class constructor and destructor, so the threads could potentially be
active while the object is in a partially constructed or destroyed state.
The thread however, relies on a virtual function to process the queue
items, and the vtable might not be in the desired state when the object
is partially constructed or destroyed.

This probably only matters during object destruction - no items are in
the queue during object construction so the virtual function won't be
called, but items may still be queued up when the destructor is called,
so the virtual function can be called. It wasn't an issue because all
uses of the thread explicitly waited for the queues to be empty before
invoking the destructor.

Adjust the constructor to take a std::function parameter, which the
thread will use instead to process queue items, and avoid inheriting
from the GSJobQueue class. This will also eliminate the need to
explicitly wait for all jobs to finish (unless there are other external
factors, of course), which would probably make future code safer.
2016-12-08 01:18:17 +00:00
Gregory Hainaut e674518c4e Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)

Local change: add BSD3 clause
2016-11-20 13:21:11 +01:00
Gregory Hainaut cc6d193e1d gsdx: Relax SSE/AVX constraint on 64 bits
The JIT will automatically select the best ISA (only AVX1 so far)
2016-11-19 17:01:29 +01:00
Gregory Hainaut d58e43edbf gsdx linux: plug vtune as Windows 2016-11-19 17:00:32 +01:00
Gregory Hainaut 4a47224ac1 gsdx: define the linux x64 ABI 2016-11-19 17:00:32 +01:00
Gregory Hainaut 43b4cfc215 gsdx: separate dump directory for 32/64 bits 2016-11-19 17:00:32 +01:00
Gregory Hainaut cedc8aae44 gsdx: implement a shared memory to emulate the wrapping of the gs memory
Code can be enabled with "wrap_gs_mem = 1". Code only allow a single shared memory but
I don't think we need more anyway.

Linux only, Kernel panic expected with the HW renderer.

Fix FMV on Silent Hill 3 with the SW renderer
2016-10-25 20:29:38 +02:00
Gregory Hainaut 2c0a4ac906 gsdx ogl: add an extra debug log level
Avoid too much log
2016-10-14 20:46:58 +02:00
Gregory Hainaut 61333ecb40 gsdx debug: trace register access
I didn't include high frequency register such as vertex stuff

main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut 5ffc911a69 gsdx: avoid crash in DX debug build 2016-06-11 01:13:20 +02:00
Jonathan Li 7c205d7a1e windows: Don't use __declspec(dllexport) for plugin exports
Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.

The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Jonathan Li 352b61c741 gsdx: Allow normal assert to be used 2016-05-26 00:11:52 +01:00
Jonathan Li 571432a7aa gsdx:freebsd: Fix compilation 2016-05-21 13:34:18 +01:00
Jonathan Li da2046e90e gsdx: Use alignas instead of __aligned
__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Gregory Hainaut 30ce6b0a6a gsdx ogl: check debug function exists
I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00
Gregory Hainaut d58b71688b gsdx debug: auto GL_POP
Nicer and exception safe

V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut fa1377a8ee gsdx tc: reduce texture cache overhead
Cache page coverage of texture into a hash map

Test done on Champion of Norrath (paltex + DisablePartialInvalidation)

Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%

Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut 8217c717f6 gsdx-ogl: require GL_KHR_debug
Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Jonathan Li b243e2532b gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
Using D3DX9 requires the end user to install the Direct X redist files.

Switch to using D3DCompile.
2016-03-30 00:03:04 +01:00
Jonathan Li 2ec8d88d80 gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
Using D3DX11 requires the end user to install the DirectX redist files.

Switch to using D3DCompile, and distribute D3DCompiler_47.dll for
Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies
D3DCompiler_47.dll with the OS).
2016-03-30 00:03:04 +01:00
Jonathan Li 8f4823d604 gsdx-dx: Load D3DCompiler dll at runtime
D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe
Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and
below.
2016-03-30 00:03:04 +01:00
Jonathan Li 6b950d0408 gsdx: Allow dump and capture PNG compression to be changed
Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.

v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
2016-03-02 22:58:45 +00:00
Gregory Hainaut f9b4ff17a5 gsdx: drop interlocked* function on linux 2016-02-22 19:12:50 +01:00
Jonathan Li 0f11838d93 gsdx: s/_WINDOWS/_WIN32/
It's the proper Windows preprocessor macro.
2016-01-27 22:41:45 +00:00
Gregory Hainaut 35568f6425 gsdx: disable simd in 64 bits
Let's concentrate first on SSE2

This commit fuses a couple of ifdef
2016-01-16 14:34:00 +01:00
Gregory Hainaut 736656f7d6 gsdx: properly defined type for xbyak
Compatible 64 bits and avoid local modification
2015-11-13 09:30:48 +01:00
Jonathan Li 44d89308c9 Revert "Revert "gsdx|spu2-x: Use atlcomcli.h for CComPtr definition""
This reverts commit 9bb990e9ed.

Fight! Ahem...
2015-11-09 20:55:07 +00:00
Jonathan Li 9bb990e9ed Revert "gsdx|spu2-x: Use atlcomcli.h for CComPtr definition"
This reverts commit 0eb771c2a6.

The buildbot apparently cannot find atlcomcli.h. Oh joy.
2015-11-08 20:46:41 +00:00
Jonathan Li 0eb771c2a6 gsdx|spu2-x: Use atlcomcli.h for CComPtr definition
VS2013/VS2015 community includes it, so everything will still compile
for everyone.

Also delete common/include/comptr.h.
2015-11-06 18:52:33 +00:00
Gregory Hainaut 0958b9db8e gsdx-ogl: use the standard openGL name
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.

Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.

glActiveTexture & glBlendColor are provided without symbol query.
2015-10-17 17:05:15 +02:00
Gregory Hainaut 00e37224ed gsdx: check the return value of mkdir function
Reported by coverity
2015-09-26 13:51:23 +02:00
Gregory Hainaut d42cef891c gsdx: remove ALIGN_STACK feature on GCC
Stack is already aligned correctly. Besides GCC optimizes the variable so it doesn't
have any effect except that it generates useless warnings.
2015-09-20 22:19:45 +02:00
Gregory Hainaut 81e056e79a gsdx: always enable the boost queue
ifdef was for VS2010

GSThread.h is useless. I keep it for the transactional queue implementation
2015-09-08 14:43:09 +02:00