Commit graph

63 commits

Author SHA1 Message Date
Jordan Woyak
1e27183dff VideoCommon: Show the average projection to viewport ratio in statistics
window.
2024-04-18 14:45:28 -05:00
Lioncash
7bf77a56f4 VertexManagerBase: Initialize m_ticks_elapsed on construction
Ensures that this always has a deterministic value on construction like
everything else in the class.
2024-02-28 10:21:08 -05:00
iwubcode
c34b3ae390 VideoCommon: refactor drawing into its own function 2024-01-27 14:45:34 -06:00
iwubcode
931a8aa413 VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders 2023-08-20 18:53:27 -05:00
iwubcode
d320366954 VideoCommon: add custom shader cache to VertexManagerBase, supporting custom pixel shaders by replacing the existing pipeline with a modified one 2023-08-20 18:53:27 -05:00
Scott Mansell
60f2b5af7b Apply suggestions from code review
Co-authored-by: Mai <mathew1800@gmail.com>
Co-authored-by: BhaaL <bhaalsen@gmail.com>
Co-authored-by: iwubcode <iwubcode@users.noreply.github.com>
2023-02-09 18:36:20 +13:00
Scott Mansell
0da69055d9 Split out everying remaining from Swap 2023-01-31 19:41:24 +13:00
Scott Mansell
2a18b34a73 Wire up frame before/after events 2023-01-31 19:41:24 +13:00
TellowKrinkle
1be0149146 VideoCommon: Cull vertices on the CPU 2023-01-25 02:21:56 -06:00
TellowKrinkle
1e9b6f88e4 VideoCommon: Support hot reloading of VS expand 2022-10-22 20:18:02 -05:00
JMC47
9222956acd
Merge pull request #10859 from tellowkrinkle/UniformBufferSize
VideoCommon: Increase uniform stream buffer size to 64mb
2022-10-20 17:13:31 -04:00
TellowKrinkle
89ae060214 VideoCommon: Increase uniform stream buffer size to 64mb
Densha De Go uses 27mb per frame, and we want enough space for the CPU to be encoding one frame while the GPU is rendering the previous
2022-07-15 18:21:50 -05:00
JMC47
e237aa1435
Merge pull request #10777 from tellowkrinkle/EFBFlush
VideoCommon: Remember to flush command buffers after multiple EFB copies
2022-07-13 19:45:31 -04:00
TellowKrinkle
3ee4b89a46 VideoCommon: Remember to flush command buffers after multiple EFB copies 2022-07-06 18:38:05 -05:00
iwubcode
892678648e VideoCommon: trigger mod calls in TextureCacheBase (efb/xfb calls), VertexManagerBase (draw calls), and VertexShaderManager (projection calls) 2022-06-27 18:20:52 -05:00
Pokechu22
2a5c77f43f VideoCommon: Handle emboss texgen with only a single normal
Fixes a large number of effects in Rogue Squadron 2 and 3.
2022-04-22 16:54:38 -07:00
Pokechu22
59f299d5d6 Software: Fix zfreeze with CullMode::All 2022-04-08 20:05:32 -07:00
Pokechu22
3aaeb2b9ef Convert OpcodeDecoder::Opcode and OpcodeDecoder::Primitive to enum class 2021-12-18 12:51:56 -08:00
Pierre Bourdon
e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Jordan Woyak
10223da6a8 VideoCommon: Tweak widescreen heuristic and clean up some related Renderer logic. 2020-02-09 13:22:25 -06:00
Lioncash
10f7674651 VideoCommon/IndexGenerator: Eliminate static state
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
2019-12-05 10:49:32 -05:00
Stenzek
3b86c93285 VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits.
2019-03-29 19:52:38 +10:00
Stenzek
f039149198 Move most backend functionality to VideoCommon 2019-02-19 16:57:54 +10:00
Stenzek
7afd5cc2fb Use main buffers for utility draws 2018-12-04 17:37:25 +10:00
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
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
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
dec0c3bce8 Move shader caches to VideoCommon 2018-03-10 15:56:30 +10:00
Stenzek
836b9b9acb Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Michael Maltese
d10d09ccc1 VideoCommon: rework anamorphic widescreen heuristic
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.

This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.

I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:

Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000

The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
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
degasus
41b0c74e30 VideoCommon: Make dst_alpha state implicit. 2017-01-04 20:02:31 +01:00
Lioncash
361c7c9c09 VertexManagerBase: Make class constants constexpr 2016-10-01 03:37:17 -04:00
Lioncash
e61eb34ae6 VertexManagerBase: Get rid of a u16 cast
Just using the direct value is more straightforward
2016-10-01 01:05:43 -04:00
Lioncash
1392efa91d VertexManagerBase: Get rid of static behavior 2016-08-21 23:30:38 -04:00
Pierre Bourdon
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
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
Lioncash
f295182833 VideoBackends: Simplify initialization and deinitialization of resources
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -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
268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
Stevoisiak
93b16a4a2d Formatting/Whitespace Cleanup
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Lioncash
9cdfe889af Coding style cleanup from the zfreeze merge 2015-01-24 15:16:48 -05:00
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
5510c86b81 Move Zfreeze code out individual backends into videoCommon
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011
add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
degasus
3fc7e55cc4 VideoCommon: clean up VertexLoader 2014-12-09 18:56:27 +01:00
degasus
02cdb41d3d VideoCommon: Rename s_pCurBufferPointer 2014-12-09 18:56:27 +01:00