Commit graph

67 commits

Author SHA1 Message Date
Lioncash
50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
81b4ed2a81 Vulkan: Uber shader support 2017-07-30 17:43:59 +10:00
Stenzek
745d541527 ShaderGen: Implement vertex ubershaders 2017-07-30 17:43:59 +10:00
Stenzek
38c48ff72e VertexLoaderManager: Add methods to generate "uber" vertex formats
These vertex formats enable all attributes. Inactive attributes are set
to offset=0, and the smallest type possible. This "optimization" stops
the NV compiler from generating variants of vertex shaders.
2017-07-30 17:43:59 +10:00
Helios747
a465c483f3 Remove D3D12 2017-05-18 17:01:12 -07:00
Lioncash
9ebd84e54a VertexLoaderManager: Return debug strings by value
This also renames AppendListToString to VertexLoadersToString.
2017-03-26 23:50:09 -04:00
Lioncash
9859533ab4 VertexLoaderBase: Return debug strings by value
An out parameter for this sort of thing is a C++03 hold-over. This also
renames AppendToString to ToString.
2017-03-26 23:49:59 -04:00
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
anthony
b427ead0cc Remove Frameskip 2016-10-08 11:49:51 -05:00
degasus
258f48572d VertexLoaderJit: Fix out-of-bounds access for zfreeze.
This fixes a GCC6.1 warning.
2016-09-17 16:47:12 +02:00
Lioncash
1392efa91d VertexManagerBase: Get rid of static behavior 2016-08-21 23:30:38 -04:00
degasus
7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Pierre Bourdon
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
hdcmeta
a2e2e36745 D3D12: Additions to VideoCommon to support D3D12 backend. 2016-02-15 09:48:23 -08:00
Lioncash
1df1ba55bb VideoCommon: Convert some DataReader includes into forward declarations
Gets rid of some indirect inclusions in cpp files.
Also this will reduce the amount of rebuilt files if
changes occur in the DataReader header.
2016-01-31 15:19:20 -05:00
Lioncash
d9fec92628 VideoCommon: Header cleanup
Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
degasus
efbe5bc4b6 VideoSW: Use more VideoCommon
Now we require lots of empty functions, but this removes by far more duplicated code.
2016-01-06 22:10:29 +01:00
Lioncash
8371c428cd VertexLoaderBase: Get rid of explicit delete and new 2015-12-22 20:09:54 -05:00
degasus
fc00598785 NativeVertexFormat: Inline Initialize in contructor
They were only called at once, so no need to seperate them.

This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
Tillmann Karras
c52c73f762 VideoCommon: VertexManager -> VertexManagerBase
It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
Tillmann Karras
983978ee66 VideoCommon: flush vertex manager if components change 2015-11-01 22:39:31 +01:00
Tillmann Karras
2a58802c00 VertexLoaderManager: symbolize magic constant 2015-10-22 16:31:02 +02:00
Tillmann Karras
2559a6f25c VertexLoader: avoid empty lines in perf-$pid.map 2015-07-08 07:17:28 +02:00
Tillmann Karras
5ddd2cef6c zfreeze: cache vertex positions
Suggested by degasus.
2015-06-07 12:13:00 +02:00
Scott Mansell
7df6982973 Add a dirty flag for arraybases.
Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell
f57517f1a0 Clean up cached_arraybases. Update VideoSW to new scheme.
Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
Scott Mansell
6d916762fb Fix invalid pointer errors in Burnout 2.
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
2015-05-29 18:51:17 +12:00
Ryan Houdek
69963dc4b0 Merge pull request #2274 from degasus/disable_bbox
Disable bbox
2015-05-25 08:46:12 -04:00
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
degasus
6b2a1e57e2 BBox: remove now unreachable SW bbox implementation 2015-05-25 09:33:34 +02:00
skidau
f8e51a1a26 Merge pull request #2050 from Tilka/reset_vertex_loader_stats
VertexLoaderManager: reset stats properly
2015-02-23 13:10:38 +11:00
Tillmann Karras
1a52cff1c9 VertexLoaderManager: reset stats properly 2015-02-14 02:30:05 +01:00
Ryan Houdek
15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
Tillmann Karras
1aac65f988 VertexLoaderManager: assimilate GetVertexSize() 2015-01-31 09:23:50 +01:00
Scott Mansell
14baf038e7 Stop doing nastly shit to OpenGL stream buffers.
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
Scott Mansell
418296961c Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
Tillmann Karras
20bc18cd5d VertexLoaderManager: make it nicer to read 2015-01-18 12:59:33 +01:00
degasus
110d494070 VideoCommon: fix deterministic dual core 2015-01-03 21:50:51 +01:00
degasus
809117102e VideoCommon: split VertexLoaderBase from VertexLoader 2014-12-21 14:12:43 +01:00
degasus
a71c8158d9 VertexLoader: remove inlined getters
They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus
6e3b2712d2 VideoCommon: Move NativeVertexFormat cache to VertexLoaderManager 2014-12-21 13:47:43 +01:00
degasus
1281798992 VertexLoaderUid: remove operator<
Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus
ec28a80e00 VideoLoader: remove VAT_*_FRACBITS
They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.

This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
degasus
3fc7e55cc4 VideoCommon: clean up VertexLoader 2014-12-09 18:56:27 +01:00
degasus
21970c4a2a VideoCommon: cleanup OpcodeDecoder 2014-12-09 18:56:27 +01:00
comex
b29e5146ec Convert some VideoCommon stuff to BitSet.
Now with a minor performance improvement removed for no reason.
2014-10-25 16:57:25 -04:00
comex
e86ddacb18 Changes to allow LoadCPReg to work in a preprocess mode which affects a separate state.
This state will be used to calculate sizes for skipping over commands on
a separate thread.  An alternative to having these state variables would
be to have the preprocessor stash "state as we go" somewhere, but I
think that would be much uglier.

GetVertexSize now takes an extra argument to determine which state to
use, as does FifoCommandRunnable, which calls it.  While I'm modifying
FifoCommandRunnable, I also change it to take a buffer and size as
parameters rather than using g_pVideoData, which will also be necessary
later.  I also get rid of an unused overload.
2014-09-28 21:25:06 -04:00
comex
f0131c2e09 Mechanical changes to move most CP state to a struct rather than separate globals.
The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
comex
63c62b277d Some changes to VertexLoaderManager:
- Lazily create the native vertex format (which involves GL calls) from
RunVertices rather than RefreshLoader itself, freeing the latter to be
run from the CPU thread (hopefully).

- In order to avoid useless allocations while doing so, store the native
format inside the VertexLoader rather than using a cache entry.

- Wrap the s_vertex_loader_map in a lock, for similar reasons.
2014-09-28 21:23:28 -04:00