Commit graph

3893 commits

Author SHA1 Message Date
Tillmann Karras
24ba3bf2f2 TextureConversionShader: fix XFB decoding shader 2019-03-01 21:54:33 +00:00
Tilka
6be35422e9
Merge pull request #7832 from stenzek/xfb-decoding-regression
TextureCache: Fix GPU decoding of XFB copies
2019-02-28 11:03:25 +00:00
Stenzek
8192c0dd48 TextureConversionShader: Fix XFB decoding shader for D3D
D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway.
2019-02-28 20:43:50 +10:00
Stenzek
db6763019d TextureCache: Fix GPU decoding of XFB copies not falling back to CPU 2019-02-28 20:19:37 +10:00
Stenzek
7f0111b022 TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range 2019-02-28 20:11:46 +10:00
Tilka
6ce7f44b8a
Merge pull request #7753 from stenzek/videocommon-all-the-things
Move a significant amount of video backend logic to VideoCommon
2019-02-26 04:21:05 +00:00
JosJuice
ea7b96342b VideoConfig: Don't overwrite aspect_mode with suggested_aspect_mode
Unnecessary since b93b7ec. It was needed before that commit becase
RenderBase.cpp only was checking the value of aspect_mode, not
suggested_aspect_mode.
2019-02-23 16:00:18 +01:00
Stenzek
f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek
933f3ba008 TextureCache: Don't copy out-of-range rectangles when stitching textures
This can cause driver crashes or GPU hangs if we do.
2019-02-17 16:35:43 +10:00
Stenzek
2165523fdc TextureConverterShader: Write EFB2Tex XFB copies with alpha value of 1
This way we don't end up with artifacts of the EFB's alpha values in
frame dumps. XFB copies loaded from RAM also set the alpha to 1, so this
will match.
2019-02-17 16:35:43 +10:00
Stenzek
50bdcb8d9c TextureCache: Bind textures/samplers after loading all textures
Since loading textures can result in rendering, e.g. partial copies, we
don't want to disturb partially-bound GX state.
2019-02-17 16:35:43 +10:00
Tilka
8d59d1bb11
Merge pull request #7798 from ShFil119/impr/empty
Use empty instead of size
2019-02-13 01:59:43 +00:00
Filip Gawin
49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
Anthony
f65b3a998c
Merge pull request #7739 from zackhow/multib
Android: Disable backend multithreading and add option to gfx menu
2019-02-03 12:44:00 -08:00
Tilka
8aaebfa2b3
Merge pull request #7716 from stenzek/stereo
Stereoscopy regression fixes
2019-02-03 19:57:01 +00:00
Jordan Woyak
69b617ce76 WiimoteEmu: Remove redundant Matrix library and use the one in Common. 2019-02-03 12:02:02 -06:00
Jordan Woyak
b9a00a40a9 Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly. 2019-02-03 11:35:31 -06:00
Stenzek
b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
zackhow
8a1eb34c38 Android: Default backendMultithreading to false on android 2019-01-25 19:22:07 -05:00
Stenzek
78588ce79d ShaderCache: Use imgui for shader compilation dialog 2019-01-25 11:15:57 +10:00
Stenzek
e4b205c769 Decouple XFB scanout from presentation 2019-01-25 11:15:57 +10:00
Stenzek
f1e7fb505b Renderer: Scale all imgui fonts by the backbuffer scale 2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056 VideoBackends: Store a backbuffer 'scale'
This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek
36ce47635b RenderWidget: Hook up to ImGui 2019-01-25 11:15:57 +10:00
Stenzek
63dd91628d Remove old RasterFont classes 2019-01-25 11:15:57 +10:00
Stenzek
600d1fc0bc Renderer: Use imgui for drawing debug text and OSD 2019-01-25 11:15:57 +10:00
Stenzek
d1868d9475 RenderBase: Implement imgui rendering 2019-01-25 11:10:49 +10:00
Stenzek
396b7c2978 OGL: Invalidate tracked state when calling ResetAPIState()
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
Stenzek
1d61041985 ShaderGen: Don't use interface blocks on Vulkan without GS
Doing so causes the Adreno driver to choke and spew errors about
too many output locations/components, when clearly we're under
the limit.
2019-01-24 17:02:17 +10:00
Stenzek
68cb24172b ShaderGen: Omit some unused varyings when possible
Removes the clipPos varying unless slow-depth is used, and the
clipDistance varyings if geometry shaders are not used.
2019-01-23 18:34:22 +10:00
Stenzek
1070192165 TextureCache: Fix a possible crash when partial updating palette textures 2019-01-19 23:38:02 +10:00
Stenzek
84bcbef944 TextureCache: Don't partial copy to non-existant texture layers 2019-01-19 23:38:00 +10:00
Stenzek
ade255a5ff TextureCache: Fix broken XFB stitching with stereoscopy is enabled 2019-01-19 23:23:21 +10:00
Connor McLaughlin
5962316068
Merge pull request #7643 from weihuoya/texture-overlap
Texture: fx overlap src position
2019-01-16 08:49:36 +10:00
Connor McLaughlin
0da5929226
Merge pull request #7626 from weihuoya/vulkan-oom
Always clean cache on render swap
2019-01-08 21:57:25 +10:00
weihuoya
66a7db3850 Always flush on swap 2019-01-08 18:28:59 +08:00
JosJuice
a8e5f2b922
Merge pull request #7230 from ligfx/remove_clamp_draw_size
RenderBase: don't clamp draw size to window
2019-01-03 18:26:41 +01:00
weihuoya
184b2edc30 fx texture overlap 2018-12-25 21:24:25 +08:00
Stenzek
7afd5cc2fb Use main buffers for utility draws 2018-12-04 17:37:25 +10:00
Stenzek
2644e920cc Renderer: Add backbuffer format to base class 2018-12-04 17:36:08 +10:00
Stenzek
1adcd47dcb Renderer: Add a base Initialize() method to match Shutdown() 2018-12-04 17:36:08 +10:00
Stenzek
38479dd783 RenderBase: Force a pipeline flush when drawing the XFB to the host
Since we use the common pipelines here and draw vertices if a batch is
currently being built by the vertex loader, we end up trampling over its
pointer, as we share the buffer with the loader, and it has not been
unmapped yet. Force a pipeline flush to avoid this.
2018-12-04 17:36:08 +10:00
Connor McLaughlin
6388992f62
Merge pull request #7039 from stenzek/moltenvk
Vulkan: macOS support via MoltenVK
2018-11-30 21:55:30 +10:00
Stenzek
502c4c0e87 TextureCache: Recompute overlapping XFB copy hashes after copying to RAM 2018-11-13 12:48:27 +10:00
Pierre Bourdon
541c5ee996
Merge pull request #7550 from JosJuice/widescreen-hack-suggested-ratio
Fix the widescreen hack for Wii games with 4:3 forced in game INI
2018-11-09 04:28:31 +01:00
Stenzek
78056686fd TextureCache: Fix leaking TCacheEntry instances 2018-11-08 11:52:17 +10:00
JosJuice
a42432cae4 RenderBase: Set m_aspect_wide on start
It doesn't feel great to let the value from a previous emulation session
linger around considering that the GC aspect ratio heuristic can use
the previous value of m_aspect_wide when calculating m_aspect_wide.
2018-11-07 19:01:45 +01:00
JosJuice
b93b7ec419 Fix the widescreen hack for Wii games with 4:3 forced in game INI 2018-11-07 19:00:24 +01:00
Stenzek
0c0d66809d PixelShaderGen: Split bbox into seperate variables
The Metal shader compiler fails to compile the atomic instructions
when operating on individual components of a vector. Spltting it
into four variables shouldn't make any difference for other
platforms, as they are accessed independently.
2018-11-07 05:41:09 -08:00
Stenzek
673f1963a0 Vulkan: Support macOS via MoltenVK
The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.
2018-11-07 05:41:09 -08:00
Stenzek
487ea5ab36 VideoBackend: Add a virtual PrepareWindow function
Executes backend-specific commands on the main thread.
2018-11-07 05:12:20 -08:00
Stenzek
8e2c063d62 TextureCache: Implement deferred/batched EFB copies 2018-11-07 16:25:01 +10:00
Pierre Bourdon
f1413dbbf6
Merge pull request #7501 from Techjar/class-memaccess-cleanup
VideoCommon: Clean up class-memaccess warnings
2018-10-28 23:59:51 +01:00
Pierre Bourdon
83c3370c2a RenderBase: send performance sample at every end of frame
Not the best integration point, but couldn't think of something better.
This implementation has the benefit to be super simple.
2018-10-27 17:39:54 +02:00
Stenzek
eb284b5d66 VideoBackends: Pass window system info from host on creation 2018-10-20 21:11:34 +10:00
Stenzek
1d827a5223 Renderer: Pull dimensions from GLInterface/Swapchain 2018-10-20 21:11:34 +10:00
Stenzek
a3961750a7 Drop Host_GetRenderSurface and pass display to backend 2018-10-20 21:11:34 +10:00
Stenzek
74b82bab3b GLInterface: Drop Haiku support 2018-10-20 21:11:33 +10:00
Tillmann Karras
97cc9894e4 Update to Visual Studio's default Windows SDK 2018-10-20 00:53:08 +01:00
Techjar
8560eecd49 VideoCommon: Clean up class-memaccess warnings 2018-10-14 23:05:47 -04:00
Tilka
b5d855caf7
Merge pull request #7496 from stenzek/null-shader-cache
ShaderCache: Don't create or load shader cache with Null backend
2018-10-14 12:30:32 +01:00
Tilka
660fb3fca0
Merge pull request #7412 from AdmiralCurtiss/xfb-stitch-in-order
Stitch together overlapping XFB regions in order of XFB copy creation.
2018-10-14 12:00:41 +01:00
Stenzek
c2fab7f016 ShaderCache: Don't create or load shader cache with Null backend 2018-10-14 20:03:57 +10:00
Mat M
ecd4897d43
Merge pull request #7437 from stenzek/graphics-options-race
Fix race condition caused by opening graphics options while running
2018-10-12 10:29:28 -04:00
Tilka
5b8e1e61e8
Merge pull request #7470 from Tilka/fifoplayer
FifoPlayer: reduce XF_REGS_SIZE to what we know
2018-10-09 08:56:48 +01:00
Tillmann Karras
56fdcf5f00 VideoCommon: remove unnecessary floor()
floatindex is clamped to the range [0, 9]. For non-negative numbers
floor() is equivalent to trunc(). Truncation happens implicitly when
converting to uint, so the floor() is unnecessary.
2018-10-09 00:31:43 +01:00
Tillmann Karras
9c7136453d FifoPlayer: reduce XF_REGS_SIZE to what we know
This avoids out-of-bounds warnings when replaying FIFO captures.

The value of XF_REGS_SIZE is written into the DFF header and we only
read the min of XF_REGS_SIZE and the header value, so this change is
backward compatible and doesn't break forward compatibility for old
Dolphin versions either.
2018-10-08 06:54:32 +01:00
Tillmann Karras
c53cd09b00 BPStructs: don't warn about busclock/perf regs 2018-10-07 16:08:18 +01:00
Pierre Bourdon
58b0a284a8
Merge pull request #7408 from AdmiralCurtiss/twin-snakes-cutscene-flicker-fix
Do not consider XFB copies for invalidating textures when loading a new texture.
2018-10-01 22:24:31 +02:00
Stenzek
eb33d7af64 Core: Call InitBackendInfo before loading config 2018-09-28 21:44:41 +10:00
Stenzek
93923e2b29 Don't fill backend info when core is running
The current approach results in the UI thread creating a graphics device
whilst the core is running, leading to races on function pointers, and
potentially crashing.
2018-09-28 21:43:22 +10:00
Stenzek
a877d5f6dc Remove unused Host_ShowVideoConfig 2018-09-28 14:05:53 +10:00
Léo Lam
c49eb2d249
Merge pull request #7398 from Techjar/emu-speed-skip-vsync
VideoCommon: Skip vsync if configured emulation speed is not 100%
2018-09-16 15:19:45 +02:00
Admiral H. Curtiss
f2fa63783b Do not consider XFB copies for invalidating textures when loading a new texture.
This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy.
2018-09-15 13:56:45 +02:00
Admiral H. Curtiss
3e95d3c477 Stitch together overlapping XFB regions in order of XFB copy creation. 2018-09-14 19:41:27 +02:00
Admiral H. Curtiss
d97bc0d359 Correctly adjust the rendered XFB region at non-native internal resolutions when XFB was loaded from console RAM.
If, for whatever reason, the XFB has to be loaded from console memory, it's possible that the texture is returned at native resolution instead of EFB-scaled resolution. In this case, our xfb_rect.right adjustment must also happen at native resolution instead of scaled resolution.
2018-09-13 19:39:49 +02:00
Techjar
e9046f8eec VideoCommon: Skip vsync if configured emulation speed is not 100%
It doesn't make much sense to try to vsync at weird framerates, and
vsync actually causes the speed setting to not work as expected.
2018-09-05 05:40:22 -04:00
Pierre Bourdon
95c2a92f26
Revert "ShaderGen: Drop broken fragment shader index workaround for Vulkan" 2018-09-01 05:32:56 +02:00
Stenzek
3ad7812b53 ShaderGen: Drop broken fragment shader index workaround for Vulkan
AMD appears to have since fixed this in their driver, and it makes
shadergen ever so slightly less messy.
2018-08-28 23:39:47 +10:00
Pierre Bourdon
6a22f1b3e0
Merge pull request #7253 from booto/fifo_reg
CP: some bits in some of the HI registers cannot be set
2018-08-27 14:56:12 +02:00
Stenzek
bae1168fe9 PixelShaderGen: Ensure all components of ocol1 are initialized
This was causing a warning in the shader compiler, as the rgb components
were not initialized. Which shouldn't be an issue, as the rgb is not
used in the blend equation, only the alpha. However, the lack of
initialization causes crashes in Intel's D3D shader compiler, so we'll
play nice and initialize all the channels.
2018-08-24 23:53:00 +10:00
Techjar
5512eadd08 VideoCommon/HiresTextures: Change wildcard to a Windows-compatible character 2018-08-21 15:54:25 -04:00
Stenzek
dae161e138 FramebufferManager: Use D24S8 on Adreno when using Vulkan
D32F clears are broken on Adreno, which resulted in smeared geometry
across the screen.
2018-07-19 23:30:25 +10:00
Stenzek
3323265d91 FramebufferManager: Dynamic selection of EFB depth format 2018-07-19 21:47:42 +10:00
Stenzek
b30342d38f VideoBackends: Support D24S8 abstract texture format 2018-07-19 21:47:42 +10:00
Markus Wick
f5e8af7b6c
Merge pull request #7276 from stenzek/disable-shared-context-nouveau
DriverDetails: Disable shared context shader compilation on nouveau
2018-07-19 09:15:27 +02:00
Stenzek
602fe0f457 DriverDetails: Disable shared context shader compilation on nouveau
Our usage of glFinish() can cause driver crashes and/or lockups.

Please note that this disables the background shader compilation (i.e.
all shaders will be compiled on boot). There is no way around this.
2018-07-17 13:34:18 +10:00
Michael M
857138a0ba AVIDump: use dump_path rather than deprecated AVFormatContext::filename
AVFormatContext::filename was deprecated in lavf 58.7.100 in favor
of AVFormatContext::url. Instead of adding version-checking logic,
just use the passed-in dump path instead.
2018-07-14 12:46:04 -07:00
Michael M
e45698aaa0 AVIDump: av_register_all is deprecated/unneeded since 58.9.100 2018-07-14 12:46:00 -07:00
booto
e2e43b4896 CP: some bits in some of the HI registers cannot be set
The mask is slightly different for Wii and GCN so we need to work it out at runtime.
2018-07-12 20:15:27 -04:00
Michael M
2a30e64974 RenderBase: don't clamp draw size to window
It distorts the aspect ratio when cropping, rather than actually cropping.
2018-07-07 13:32:10 -07:00
Lioncash
34c3a65de6
VideoCommon/TextureCacheBase: Resolve a -Wmissing-braces warning in GetRAMCopyFilterCoefficients() 2018-07-06 19:56:35 -04:00
Techjar
80b05b6f0d Make arbitrary mipmap detection toggle invalidate the texture cache
We want this setting to invalidate the cache because it may affect the appearance of textures in the rendered scene, therefore one would expect changing it while the game is running to have the expected effect immediately.
2018-07-03 18:44:11 -04:00
Jonathan Hamilton
b54803a074 Remove unused sRGB conversion functions
Now the arbitrary mipmap reference downsampling is just done in linear space,
these are no longer used.
2018-07-02 09:53:54 -07:00
Jonathan Hamilton
ac05d1a593 Do all arbitrary mipmap detection in integer space
This no longer converts from sRGB to linear for the reference mip
downsample - even if the original mipmap creation tool used an sRGB
colorspace (which isn't really guaranteed, and may even change per
game), this is a "fast" heuristic that's only an estimate anyway.

The average diff is also now stored in a u64, avoiding floating point
calculations in the per-pixel hot loop.

This should speed up the detection significantly, hopefully fixing
jank when loading in new textures.
2018-07-02 09:52:15 -07:00
Techjar
25bfee2233 VideoCommon: Fix auto IR being very overzealous 2018-06-25 00:48:57 -04:00
Markus Wick
0459a1a9e6
Merge pull request #6875 from JonnyH/WIP/mipmap-heuristic-tweaks
Make arbitrary mipmap detection a config option
2018-06-21 10:19:47 +02:00
Markus Wick
bf50348d9f
Merge pull request #6539 from degasus/async
VideoCommon: Flush the GPU pipeline on async requests.
2018-06-21 10:16:54 +02:00
Lioncash
de9c5fd375 ConfigManager: Convert GPUDeterminismMode into an enum class
Makes the values strongly-typed and gets more identifiers out of the
global namespace.

We are forced to use anything that is not "None" to mean none, because
X11 is garbage in that it has:

\#define None 0L

Because clearly no one else will ever want to use that identifier for
anything in their own code (and is why you should prefix literally
any and all preprocessor macros you expose to library users in public
headers).
2018-06-15 14:45:30 -04:00
Lioncash
3f210836ad Compiler: Rename __forceinline define to DOLPHIN_FORCE_INLINE
This is much better as prefixed double underscores are reserved for the
implementation when it comes to identifiers. Another reason its better,
is that, on Windows, where __forceinline is a compiler built-in, with
the previous define, header inclusion software that detects unnecessary
includes will erroneously flag usages of Compiler.h as unnecessary
(despite being necessary on other platforms). So we define a macro
that's used by Windows and other platforms to ensure this doesn't
happen.
2018-06-09 12:20:25 -04:00
Lioncash
03414e8e84 Common: Add header for compiler-specifics
Instead of globbing things under an ambiguous Common.h header, move
compiler-specifics over to Compiler.h. This gives us a dedicated home
for anything related to compilers that we want to make functional across
all compilers that we support.

This moves us a little closer to eliminating Common.h entirely.
2018-06-09 12:10:05 -04:00
master0fdisaster
7a90ea2752 Add OSD message for Volume Hotkeys
This pr adds an OnScreenDisplay message when you use the Volume hotkeys.
Just to have visual feedback.
2018-06-06 17:11:43 +02:00
Markus Wick
3860219899 VideoCommon: Flush the GPU pipeline on async requests. 2018-06-06 09:22:01 +02:00
Anthony
36ff2a20d5
Merge pull request #6954 from degasus/coherent
OGL/Streambuffer: Use coherent mapping by default.
2018-06-05 12:06:17 -07:00
Lioncash
72feeb4d18 BPMemory: Silence a -Wmissing-braces warning
Fairly trivial to resolve, we just initialize the std::array with two
sets of braces (one set to create the array, the other to start and end the
aggregate data that we'll end up returning)
2018-05-28 14:52:59 -04:00
Markus Wick
cddc2d52c2
Merge pull request #6965 from stenzek/d3d-feature-level-10
D3D: Don't emit uint outputs when logic op is unsupported
2018-05-28 09:52:07 +02:00
degasus
3307946e2a VertexLoaderArm: Fix 565 color format.
Copy & paste error for enforcing A=255.
It was copied from the 888X format, which stores the output data in another register.
2018-05-27 11:27:15 +02:00
Stenzek
57976c947b ShaderGen: Don't emit integer outputs when logic op is unsupported
This may have been causing issues for D3D10 hardware, where logic op was
not supported.
2018-05-26 00:09:29 +10:00
Stenzek
9a5c2119e5 ShaderCache: Remove unused UID bits before inserting into shader map 2018-05-26 00:09:10 +10:00
Stenzek
640bfb8135 VideoConfig: Add a field for indicating logic op support in the backend 2018-05-26 00:07:20 +10:00
degasus
fdfd8b19d6 OGL/Streambuffer: Use coherent mapping by default.
Coherent mappings have a lower overhead and less GL codes.
So enables coherent mapping by default for all drivers.
Both Qualcomm and ARM performs very bad with explicit flushing, so this change helps them as well.

AFAIK there was one GPU generation which was slower on coherent mapping: nvidia tesla
So Geforce 200 and 300 series should be tested with this PR before merging.
As this was last tested many years ago, this issue might have been fixed as well.
Those GPUs are close to 10 years old and not supported any more by nvidia.
2018-05-24 00:00:02 +02:00
Stenzek
f7a0cae7f4 HiresTextures: Do not load compressed textures with unaligned dimensions
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.
2018-05-22 16:15:18 +10:00
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
Lioncash
c4d27cc8ec PostProcessing: Make GetShader() return by constant reference
We don't need to create copies of the shader string when they can be
avoided.
2018-05-21 12:07:51 -04:00
Lioncash
9d1b6cdea4 PostProcessing: Make member functions const qualified where applicable
These functions don't modify internal class state
2018-05-21 11:59:08 -04:00
Lioncash
8ce6f9bae5 PostProcessing: Replace typedef with a using alias 2018-05-21 11:57:15 -04:00
Lioncash
f9c20571ab PostProcessing: Default constructor and destructor of PostProcessingShaderConfiguration
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.
2018-05-21 11:54:56 -04:00
Lioncash
ba94ffd51d VideoBackendBase: Include parameter names in member function declarations
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.
2018-05-20 16:27:16 -04:00
Emmanuel Gil Peyrot
c51ae9c62a Remove SOIL altogether from the project. 2018-05-20 13:44:42 +02:00
Emmanuel Gil Peyrot
6d0143647e VideoCommon: Remove a workaround mutex used for SOIL 2018-05-20 13:44:41 +02:00
Emmanuel Gil Peyrot
17e65a7167 VideoCommon: Replace SOIL with libpng for hires textures 2018-05-20 13:44:38 +02:00
Lioncash
4dbd6f6bbc BPMemory: Use Common::BitCast where applicable
Gets rid of memcpy boilerplating for reinterpreting bits properly.
2018-05-18 14:25:44 -04:00
Jonathan Hamilton
b30d56ccc0 Texture AverageDiff: Do more in int space and avoid excessive float conversion
Multiplying 2x 8bit values is guaranteed to fit in 16bits, 4 channels then in
18bits, which means an 'int' shouild be sufficient to avoid overflows
2018-05-17 09:39:39 -07:00
Markus Wick
c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Jonathan Hamilton
61a81795e5 Change the arbitrary mipmap detection to use the square of the error
Hopefully this better matches the user's view of a texture - as large changes in
colour should be weighted higher than lots of very small changes

Note: This likely invalidates the current heuristic threshold default
2018-05-16 17:51:50 -07:00
Jonathan Hamilton
8be5cdfcad Make the arbitrary mipmap detection threshold configureable
This is likely a "superuser" option at best, but I want to be able to play with
it without rebuilding if I want to tweak the heuristics
2018-05-16 17:49:19 -07:00
Jonathan Hamilton
29b7e33c14 Make arbitrary mipmap detection a config option
Under GFX::Enhancements::ArbitraryMipmapDetection - default enabled
2018-05-16 17:15:38 -07:00
Lioncash
011ee110bc Common/Hash: Namespace code under the Common namespace
Brings more common code under the Common namespace.
2018-05-16 15:39:23 -04:00
Markus Wick
c267262a66
Merge pull request #6786 from stenzek/crop-negative-y
RenderBase: Ensure the draw size does not exceed the window size
2018-05-13 08:55:59 +02:00
Léo Lam
6763a3fce1 Config: Add support for enums
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).
2018-05-12 18:10:26 +02:00
spycrab
16e2ac9257 VideoCommon/RenderBase: Refactor OSD messages 2018-05-11 18:24:08 +02:00
Lioncash
ba01f6dba3 CommonFuncs: Convert ROUND_UP_POW2 macro to a function
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.
2018-05-10 19:42:20 -04:00
Lioncash
e020f5b04b RenderBase: Remove unused PixelPerfQuery enum
Neither the values or the identifier name of the enum is used anywhere
in the codebase.
2018-05-09 12:11:29 -04:00
Stenzek
fd5aaa096c RenderBase: Ensure the draw size does not exceed the window size
This was happening when crop was enabled, causing blank outputs for some
Vulkan drivers (namely radv), as the draw rectangle is used as the
viewport.
2018-05-08 23:19:38 +10:00
Stenzek
a5e410b7c9
Merge pull request #6744 from stenzek/ui-disable-vram-copies
UI: Add Disable EFB Copies to VRAM to Advanced Options
2018-05-04 12:01:29 +10:00
Stenzek
0152f63655 TextureCacheBase: Make "disable vram copies" part of the active config 2018-05-03 14:24:44 +10:00
Stenzek
4faac3a627 TextureConversionShader: Don't sample from adjacent rows when not needed 2018-05-03 14:09:32 +10:00
Stenzek
a93830056f TextureConversionShader: Fix more implicit conversion errors 2018-05-03 11:32:06 +10:00
Stenzek
2c6b20bb03 TextureConversionShader: Fix compile errors in OpenGL ES 2018-05-02 21:54:13 +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
Scott Mansell
fc96479f12 VideoSoftware: Implement xfb copy filter (Deflickering/Brightness) 2018-04-29 17:56:51 +10:00
JosJuice
e604641b12 Remove leftovers of projection hack support 2018-04-13 12:52:42 +02:00
spycrab
40bb9974f2 Reformat all the things! 2018-04-12 21:28:39 +02:00
Anthony
9e2806c181 [AVIDump] fix compilation issues on Linux 2018-04-06 19:53:10 -07:00
Markus Wick
c6d0d9a01f
Merge pull request #6578 from JosJuice/remove-projection-hacks
Remove support for projection hacks
2018-04-04 09:10:32 +02:00
Lioncash
74aff4d9ef
HiresTexture: Correct texture hashes
Fixes a regression introduced in 2da8d98b2f
2018-04-03 12:42:05 -04:00
Stenzek
9924434cdf
Merge pull request #6573 from stenzek/bad-shader-uid-cache
ShaderCache: Improve shader UID cache file reliability
2018-04-03 01:00:09 +10:00
Lioncash
672665dec0 AsyncRequests: In-class initialize class members
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.
2018-04-01 19:06:43 -04:00
JosJuice
91732e2baf Remove support for projection hacks
This isn't really useful for anything anymore as far as I know.
2018-04-01 21:41:18 +02:00
Stenzek
2687c55cf6 Renderer: Only recreate frame dump texture if dimensions differ
This was a typo, been around for a while. == should be !=. May improve
frame dumping performnace slightly, but I doubt much if any.
2018-04-02 01:15:48 +10:00
Stenzek
8587403e0e ShaderCache: Write currently-known UIDs to cache when re-creating file
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.
2018-04-02 01:13:24 +10:00
Stenzek
36ea2f7a26 ShaderCache: Fix issue where shader cache wasn't recreated when invalid 2018-04-02 01:02:20 +10:00
JosJuice
01ea10824d Put a "last changed in PR" comment next to UID cache version
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.
2018-03-29 22:38:37 +02:00
Lioncash
b818cc682c VideoCommon/Vulkan: Explicitly link in xxhash
Lessens the dependency on the LIBS variable (and also makes the required
libraries explicit).
2018-03-28 17:03:16 -04:00
Lioncash
fd7ac0d4a3
VideoCommon/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-03-28 09:57:50 -04:00
Markus Wick
fc59ec6f13
Merge pull request #6547 from lioncash/dead
PixelShaderGen: Remove dead code in WriteColor()
2018-03-28 10:43:15 +02:00
Lioncash
f10198500e PixelShaderGen: Invert conditional in WriteColor()
Puts the true condition body first instead of the false one for better
reading.
2018-03-27 18:53:17 -04:00
Lioncash
c9e0045881 PixelShaderGen: Remove dead code in WriteColor()
The outer conditional executes only whenever destination alpha is used.
2018-03-27 18:46:25 -04:00
Lioncash
2da8d98b2f
HiresTextures: Use std::minmax or std::minmax_element where applicable in GenBaseName()
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.
2018-03-27 15:39:05 -04:00
Lioncash
d5a1edba09
HiresTextures: Remove unnecessary pointer casts in GenBaseName()
swap16 has an overload that accepts a u8*, performing the same behavior
in a well-defined manner.
2018-03-27 15:19:02 -04:00
Lioncash
9feb18866b
BPStructs: Remove an unnecessary pointer cast in GetBPRegInfo
swap32 has an overload that accepts a u8*, performing the same behavior
in a well-defined manner.
2018-03-27 12:04:16 -04:00
Stenzek
2f1a7cbee1 Implement "Skip" ubershader mode
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.
2018-03-26 01:57:41 +10:00
JosJuice
9c70036105
Merge pull request #6503 from lioncash/brace-warn
PixelShaderGen/UberShaderPixel: Silence -Wmissing-braces warnings
2018-03-23 15:29:39 +01:00
Lioncash
a52cc8d52b
PixelShaderGen/UberShaderPixel: Silence -Wmissing-braces warnings 2018-03-23 10:06:27 -04:00
Lioncash
2ab29a40eb
AbstractFramebuffer: Silence a -Wlogical-op-parentheses warning in ValidateConfig() 2018-03-23 09:58:19 -04:00
Léo Lam
f335790623
Merge pull request #6460 from lioncash/datareader
DataReader: Minor API changes
2018-03-19 15:02:50 +01:00
Markus Wick
98b4716902
Merge pull request #6442 from stenzek/async-compiler-priority
ShaderCache: Implement compile priority
2018-03-19 09:16:53 +01:00
Markus Wick
79b21e1381
Merge pull request #6459 from lioncash/enum
VertexShaderGen: Convert defines to an enum
2018-03-19 08:48:25 +01:00
Lioncash
b21a00d290 DataReader: Provide a const qualified variant of GetPointer()
This wouldn't be much of a data reader if it can't access the
read-only data pointer in read-only contexts. Especially if it
can get a writable equivalent in contexts that aren't read-only.
2018-03-18 16:53:04 -04:00
Lioncash
ce29c1c42f DataReader: Correct return type of operator=
It's questionable to not return a reference to the instance being
assigned to. It's also quite misleading in terms of expected behavior
relative to everything else. This fixes it to make it consistent with
other classes.
2018-03-18 16:50:59 -04:00
Lioncash
ffade65c55 DataReader: Remove __forceinline from trivial functions 2018-03-18 16:49:50 -04:00
Lioncash
4c2ec39199 DataReader: In-class initialize member variables where applicable
Allows the default constructor to be defaulted and ensures the default
values are associated with the member variables directly.

Also corrects a prefixed underscore in the two parameter constructor.
2018-03-18 16:34:51 -04:00
Lioncash
fd956f6c69 DataReader: Make size() and Peek() const member functions
These don't modify class state, so they can be const qualified.
2018-03-18 16:33:14 -04:00
Lioncash
2b3b1e8d09 VertexShaderGen: Convert defines to an enum
Unlike defines, these will actually obey namespacing (should one be
added), and also provide a symbol when debugging, as opposed to a magic
value.
2018-03-18 15:45:20 -04:00
Lioncash
b68e8b872e VideoBackendBase: Migrate functions from MainBase.cpp to VideoBackendBase.cpp
Given that this only contains functions from the VideoBackendBase class,
it makes more sense to move these to the relevant cpp file to keep them
all together.
2018-03-18 15:33:59 -04:00
Lioncash
13ed716419 MainBase: Remove effectively unused s_FifoShuttingDown variable
This is only ever set and cleared, which is fine, however nothing else
ever actually reads its state to perform differing behavior.
2018-03-17 18:10:43 -04:00
Lioncash
826c11ba3b MainBase: Remove unused s_beginFieldArgs struct
This is only ever memset to zero and never used again.

This also gets rid of an instance of undefined behavior considering the
draft standard for C++17 (N4659) states at [dcl.type.cv] paragraph 5:

"
The semantics of an access through a volatile glvalue are implementation-defined.
If an attempt is made to access an object defined with a volatile-qualified type
through the use of a non-volatile glvalue, the behavior is undefined.
"
2018-03-17 18:07:08 -04:00
Stenzek
93865b327f ShaderCache: Implement compile priority
Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
2018-03-17 01:53:11 +10:00
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
517a977444 ShaderCache: Fix several issues in background shader compiling
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
2018-03-15 01:50:47 +10:00
Stenzek
51e4014a35 DriverDetails: Disable primitive restart on Vulkan with Mali driver 2018-03-14 02:56:24 +10:00
Stenzek
db810956ec Vulkan: Provide a more accurate method of detecting drivers/vendors
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Henrik Rydgård
6cbb716f60 SSE-optimize UninitializeXFBMemory
Lowest hanging fruit I could find with a profiler.

Not sure this stuff actually needs to be done, but assuming it is, why
not do it quickly? 10x faster, goes from 1% CPU to 0.09%.
2018-03-13 11:55:28 +01:00
Stenzek
427aa188d4 ShaderCache: Use a version number for pipeline UID caches 2018-03-11 14:48:09 +10:00
Stenzek
e31cc1f679 ShaderCache: Implement background shader compilation
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
2018-03-10 16:11:19 +10:00
Stenzek
9fa24700b6 VideoConfig: Collapse ubershader configuration fields to a single value 2018-03-10 15:56:45 +10:00
Stenzek
590307b94c ShaderCache: Use memcmp for comparing pipeline UIDs
As these are stored in a map, operator< will become a hot function when
doing lookups, which happen every frame. std::tie generated a rather
large function here with quite a few branches.
2018-03-10 15:56:42 +10:00
Stenzek
41296db083 Renderer: Remove now-redundant Set{Rasterization,Depth,Blending}State 2018-03-10 15:56:40 +10:00
Stenzek
f9c829c7f7 OGL: Re-implement async shader compiling 2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8 Move shader caches to VideoCommon 2018-03-10 15:56:30 +10:00
Stenzek
4c24a69710 VideoCommon: Add support for Abstract Framebuffers 2018-03-02 20:20:48 +10:00
Stenzek
2a6d9e4713 AbstractTexture: Add support for depth textures/formats 2018-03-01 17:31:24 +10:00
Stenzek
6374a4c4a8 AbstractTexture: Support multisampled abstract texture 2018-03-01 17:31:24 +10:00
Stenzek
4316f5f56b AbstractTexture: Add property/attribute accessor helpers 2018-03-01 17:31:24 +10:00
Stenzek
e125eaa237 VideoCommon: Drop references to AbstractRawTexture 2018-03-01 17:31:24 +10:00
Markus Wick
227db66e4f OGL: Use glBufferData on Mali.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!

The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:

https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support

The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData

It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...

We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.

So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
2018-02-25 17:12:36 +01:00
Stenzek
fec6bb4d56 VideoBackends: Add AbstractShader and AbstractPipeline classes 2018-02-22 22:02:34 +10:00
Stenzek
de632fc9c8 Renderer: Handle resize events on-demand instead of polling
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
Stenzek
c1b39ecc58 BPFunctions: Move upscaling of scissor rect to VideoCommon 2018-02-20 00:49:32 +10:00
Stenzek
5359396099 BPFunctions: Move GX viewport conversion to VideoCommon 2018-02-20 00:49:32 +10:00