Commit graph

122 commits

Author SHA1 Message Date
Stenzek
277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
Stenzek
2fd77895a2 Vulkan: Fix issue where target rectangle changes weren't detected
This was causing issues when toggling the crop setting, as well as some
widescreen hacks.
2017-03-02 21:53:42 +10:00
Lioncash
ee61bd6f2e CMakeLists: Normalize whitespace
Normalizes tabs to spaces to follow our codebase's indentation style.
2017-03-01 14:53:23 -05:00
Jules Blok
21967b1f6e VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Stenzek
b8eb1080ce Merge pull request #4924 from stenzek/vulkan-list-restart
Vulkan: Fix GPU hangs on AMD Polaris
2017-02-18 21:58:30 +10:00
Lioncash
1fa81f24d3 VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
Stenzek
50fa135594 Vulkan: Handle BUG_PRIMITIVE_RESTART 2017-02-18 15:07:34 +10:00
Stenzek
4094268009 Vulkan: Use TRIANGLE_LIST when primitive restart is not supported 2017-02-18 15:07:33 +10:00
Stenzek
6965dc0481 Vulkan: Don't enable primitive restart on list topologies 2017-02-18 15:07:32 +10:00
Florent Castelli
8c82607c95 cmake: Don't use unqualified target_link_libraries
You can't mix unqualified and qualified link libraries (PUBLIC / PRIVATE).
Use the modern form.
2017-02-08 03:07:43 +01:00
Lioncash
c85e0a2586 FramebufferManagerBase: Return a std::pair from GetTargetSize
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);

if (texture_width != width) <-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
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
Stenzek
3b218c64b1 Vulkan: Refactor initialization to only use a single instance
Hopefully will fix the crash in vkDestroyInstance on the NV Shield TV,
and likely reduce boot times slightly for drivers that take a while
to create instances.
2017-01-29 22:18:53 +10:00
Lioncash
70cf774a5c RenderBase: Forward declare EFBAccessType 2017-01-23 12:41:26 -05:00
Lioncash
5b461f50af VideoBackendBase: Convert EFBAccessType into an enum class 2017-01-23 03:53:38 -05:00
BhaaL
23d99f2f2c specify custom brace style to fix unions
BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
degasus
41b0c74e30 VideoCommon: Make dst_alpha state implicit. 2017-01-04 20:02:31 +01:00
degasus
b7d8bd13a6 OGL/Vulkan: Drop dual pass alpha. 2017-01-04 19:59:41 +01:00
Markus Wick
96314a0ec1 Merge pull request #4574 from stenzek/vulkan-alpha-clear
Vulkan: Clear alpha channel to 0 when pixel format has no alpha channel
2017-01-02 12:29:36 +01:00
Jules Blok
ee7a2edf35 Update comments 2016-12-27 21:32:52 +01:00
Jules Blok
65b5765858 VideoBackends: Clamp the range to the maximum depth value supported in the z buffer. 2016-12-27 20:25:40 +01:00
Jules Blok
2ab6711f43 VideoBackends: Use the full depth range when inverted depth range is unsupported. 2016-12-27 14:31:17 +01:00
Jules Blok
ef82aebb97 VideoCommon: Don't process the depth range in the vertex shader if it's not oversized. 2016-12-27 14:31:17 +01:00
Stenzek
e6249619a0 Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebuffer 2016-12-27 13:06:08 +10:00
Stenzek
d1dd910f17 Vulkan: Clear alpha channel to 0 when pixel format has no alpha channel 2016-12-27 12:59:52 +10:00
degasus
abf9bb170b TextureCache: Drop unused parameter in backend API. 2016-12-26 22:10:32 +01:00
degasus
04f319066d TextureCache: Extract BP enum check to VideoCommon.
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
Mat M
9160be50db Merge pull request #4224 from lioncash/tcache
TextureCacheBase: Eliminate static state
2016-12-23 04:33:42 -05:00
Markus Wick
b5fe0b5b83 Merge pull request #4528 from stenzek/vulkan-descriptor-crash
Vulkan: Fix crash where a potentially deleted buffer is referenced
2016-12-20 11:11:54 +01:00
Stenzek
9290bf5844 Vulkan: Fix crash where a potentially deleted buffer is referenced
This happened when the geometry shader was disabled, and the uniform
buffer was grown to a larger size. The update would be skipped, leaving
the old buffer to be included in the descriptor set.
2016-12-19 22:00:42 +10:00
Stenzek
accce4294a TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM 2016-12-15 02:20:46 +10:00
Lioncash
58a5395173 TextureCacheBase: Eliminate static state 2016-12-09 16:50:37 -05:00
Stenzek
af706efaef Vulkan: Fix viewport depth when depth clamp is unsupported 2016-12-09 22:45:10 +10:00
Léo Lam
31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
Stenzek
bff394ec8a Merge pull request #4489 from stenzek/vulkan-minor-fixes
Vulkan: Minor fixes
2016-12-05 12:19:49 +10:00
Stenzek
8f97a24904 Vulkan: Enable GS instancing 2016-12-04 20:53:49 +10:00
Stenzek
9736198c3b Vulkan: Use explicit barriers instead of dependancies
At least on NV, some of these don't seem to have the intended effect. One
known instance of this is in texture conversion.
2016-12-04 20:10:13 +10:00
Stenzek
a475792163 Vulkan: Fix incorrect logic in readback preemption
This could have been causing a large number of command buffer
submissions per frame, depending on when the readbacks occured.
2016-12-04 20:10:13 +10:00
Stenzek
58978c1440 Vulkan: Faster path for decoding XFB data
Using a texel buffer as the copy destination removes the need to copy to
an intermediate texture first.
2016-12-04 20:10:13 +10:00
Stenzek
804cd0ff03 Vulkan: Move XFB encoding/decoding to TextureConverter 2016-12-04 20:10:13 +10:00
Stenzek
d67463e0a7 Vulkan: Simplify palette texture conversion 2016-12-04 20:10:13 +10:00
Stenzek
add638538b Vulkan: Combine PaletteTextureConverter and TextureEncoder classes 2016-12-04 20:10:13 +10:00
Stenzek
804af42ccc Vulkan: Support binding texel buffers in UtilityShaderDraw 2016-12-04 20:10:13 +10:00
Stenzek
e241ec6666 Vulkan: Implement StagingTexture2D on top of StagingBuffer
Greatly simplifies things, and we weren't using the linear texture
implementation anyway.
2016-12-04 20:10:13 +10:00
Stenzek
4bc0e14995 Vulkan: Use an enumeration to index pipeline layouts 2016-12-04 20:10:13 +10:00
Stenzek
cd3481fbc7 Vulkan: Differentiate between descriptor set layouts and bind points
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.
2016-12-04 20:10:13 +10:00
Stenzek
4e9018049d Vulkan: Support logging debug reports without enabling validation layers
There is a caveat, Host GPU must be checked prior to starting the game, as
we can't enable the extension at runtime without recreating the instance.
2016-12-04 19:55:12 +10:00
Stenzek
1cfb0a1185 Vulkan: Fix deadlock in some resize scenarios
Only have experienced this on a few occasions when using the anv driver.
2016-12-04 19:12:33 +10:00
Stenzek
2ef884893a Vulkan: Fix map error when texture dumping is enabled 2016-12-04 00:23:34 +10:00