Commit graph

585 commits

Author SHA1 Message Date
degasus
dcdf8fd3ce TextureCache: Split efb2ram from efb2tex 2015-11-15 11:59:52 +01:00
degasus
d7d8704353 D3D-TextureEncoder: Remove TCache::Entry usage 2015-11-15 11:59:52 +01:00
Tillmann Karras
81d9cce70c VideoCommon: rename TextureCache to TextureCacheBase 2015-11-06 15:43:58 +01:00
Tillmann Karras
71d1eb3c31 VideoCommon: return code/uid from shader gens
rather than passing in non-const references
2015-11-03 14:40:23 +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
7066689131 ShaderCaches: remove unneeded typedefs 2015-10-29 14:43:05 +01:00
Lioncash
c28e3affc5 TextureCacheBase: Change CacheLinesPerRow to BytesPerRow 2015-10-22 08:14:43 -04:00
Lioncash
10c1fd7f38 MathUtil: Make Rectangle constructors and equality operator constexpr 2015-10-20 20:30:36 -04:00
shuffle2
81414b4fa2 Merge pull request #3076 from void-ghost/stereo3d_presets
Stereo3d presets
2015-10-03 18:10:23 -07:00
flacs
8ea9b07b59 Merge pull request #3093 from lioncash/header_shuffle
Common: Trim Common.h
2015-09-27 03:18:03 +02:00
Lioncash
cc036ca86c Common: Remove other Common prefixed headers from Common.h 2015-09-26 18:51:58 -04:00
Ryan Houdek
be667e7de8 Merge pull request #3035 from aserna3/SSAAImprovements
Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna
df189c3ea3 Improved D3D and OGL AA option UI
Removed Quality Levels from D3D AA options

Dropdown text now shows whether you're applying MSAA or SSAA

Added a description for SSAA

Moved SSAA checkbox

Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
ghost
07e4b4f7c4 VideoBackend: Video config filename is now exposed in VideoBackends.
It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell
deeb1d8370 Remove segfault from DX11 backend.
Instead of blindly using the expected width, clamp it to the stride of the
buffer which dx11 returns. This prevents use from reading invalid memory
at the end of textures.

This doesn't solve the base issue of what to do when a game tries to copy
from outside the efb. On real hardware it returns random noise (biased
to all ones)
2015-09-17 02:22:00 +12:00
Scott Mansell
1f800b80dd Merge pull request #2960 from phire/improve_efb2tex
Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus
1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
Scott Mansell
ee649c6d9f Make efb2tex behave more like efb2ram.
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.

Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell
137856bd00 Fix palette conversions for 4 bit efb copies.
Fixes purple shadow in THPS4 and many other things.
2015-09-06 21:16:52 +12:00
Scott Mansell
b9be3245e1 Move common EFB copy code into VideoCommon
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Scott Mansell
52948bb3ef Cleanup and unify handling of efb copy stride. 2015-09-05 23:37:24 +12:00
Ryan Houdek
7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Lioncash
102a2a975d BitField: Enable ifdef'd out code for Windows 2015-09-03 22:06:15 -04:00
Shawn Hoffman
aa7208e270 [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
Jules Blok
b01ca1794a Revert "VideoCommon: Clamp integer conversions."
This reverts commit 0f2c72f0f8.
2015-08-15 13:50:43 +02:00
degasus
e2f42f8fd0 OGL: Move copy_image variable into backend. 2015-08-06 19:41:36 +02:00
unknown
739ede2242 Fix code to comply with coding style 2015-07-31 20:00:36 -04:00
mirrorbender
0faba3b018 Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling. 2015-07-31 19:58:02 -04:00
Lioncash
7ee0e75633 Remove unnecessary virtual keywords 2015-07-30 10:33:08 -04:00
booto
9d055ba5f2 Video: Trying to fix D3D/XFB disabled regression 2015-07-26 00:59:00 +08:00
booto
efd250494d Video: stride in bytes rather than pixels 2015-07-25 02:48:56 +08:00
booto
2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
Rodolfo Bogado
d8cd2c3252 Implement scaled partial texture updates 2015-07-02 08:53:40 -03:00
Lioncash
daa205990f Use emplace() instead of insert() where applicable for maps. 2015-06-28 19:52:40 -04:00
Jules Blok
75a9740ab7 Merge branch 'stable' 2015-06-25 12:24:15 +02:00
Jules Blok
dbfdbf7dbd D3D: Cosmetics.
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Markus Wick
8493feb89f Merge pull request #2602 from mimimi085181/partial-texture-updates2
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
Jules Blok
21a70903ed Merge branch 'stable' 2015-06-23 20:16:55 +02:00
mimimi085181
0ed6b5623f Support partial texture updates via efb copies 2015-06-21 14:02:44 +02:00
Matthew Parlane
45aeeee699 Fix aniso filtering on d3d to not set aniso filter when using 1x 2015-06-19 20:55:32 +12:00
Jules Blok
4042945ee5 Merge branch 'stable' 2015-06-13 01:12:12 +02:00
degasus
c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
Matthew Parlane
5cce640f48 Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok
75fef8e26f D3D: Implement Z pokes. 2015-06-07 15:33:30 +02:00
Jules Blok
cfc23560d9 D3D: Set the viewport to the full target size when doing EFB pokes. 2015-06-07 13:32:00 +02:00
Jules Blok
ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
JosJuice
95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Jules Blok
ca7801da44 D3D: Invert initial depth buffer clear. 2015-05-26 15:31:36 +02:00
galop1n
2975e53091 D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
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
Tillmann Karras
268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
Jules Blok
e31982474c OGL: Depth range inversion. 2015-05-22 23:52:22 +02:00
Jules Blok
88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
Jules Blok
05f42f94a0 OGL: Use floating point arithmetic to scale the depth value. 2015-05-20 14:22:30 +02:00
Markus Wick
695a72c24c Merge pull request #2414 from Armada651/depth-clamp
VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok
ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
Jules Blok
f7151a2a5c Revert "D3D: Use a 32-bit floating point depth buffer."
This reverts commit a224c604a3.
2015-05-16 22:16:31 +02:00
Jules Blok
a224c604a3 D3D: Use a 32-bit floating point depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok
84a5f4abb0 VideoBackends: Use the new divisor when clearing the depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok
1a409a2e16 VideoBackends: Clamp Z peek values. 2015-05-08 14:32:21 +02:00
Jules Blok
0f2c72f0f8 VideoCommon: Clamp integer conversions. 2015-05-08 14:32:16 +02:00
Jules Blok
b0770e2a0c VideoBackends: Floor depth values in depth copy shaders. 2015-05-08 14:29:30 +02:00
Jules Blok
c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
shuffle2
268b8fd26f Merge pull request #2026 from mrgreywater/d3d-debugbreak
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok
24594a7888 PixelShaderCache: Fix MSAA depth copy shader. 2015-05-06 12:43:35 +02:00
Jules Blok
7a1252f7e5 VideoBackends: Implement depth copy shaders with integer math. 2015-05-05 00:40:25 +02:00
Yuriy O'Donnell
df5750edfd D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit 2015-05-03 21:14:29 +02:00
Yuriy O'Donnell
2b664f5d89 D3D: StateManager::Apply no longer iterates through every texture and sampler slot
Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash
9eb608c9da Merge pull request #2301 from lioncash/const
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash
63393570fb PerfQueryBase: Move common implementation variables into base class 2015-04-15 19:22:16 -04:00
Lioncash
b0613bb1c8 General: Apply the const specifier where applicable 2015-04-15 02:04:03 -04:00
Lioncash
bdde6b2a7c D3D: Remove dependency on wxWidgets
This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
Shawn Hoffman
ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
degasus
35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras
f75187db3e Add missing newlines at EOF 2015-03-01 17:17:09 +01:00
degasus
967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
Jules Blok
c180174e4a D3D: Use the correct format when resolving the EFB depth texture. 2015-02-21 11:50:19 +01:00
magumagu
c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
mr.greywater
c43da7e00b D3D: replace memset, fix warning 2015-02-12 14:45:05 +01:00
mr.greywater
442b7ba99c D3D: Add debug object name for efb encoder pixel shader 2015-02-12 14:34:36 +01:00
mr.greywater
b5ffba3291 D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName 2015-02-12 14:34:35 +01:00
mr.greywater
3d3a68a2f0 D3D: Add break on error in debug build 2015-02-12 14:34:34 +01:00
magumagu
0f96a0104e Merge pull request #1752 from Buddybenj/clean-up
Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater
2434b531f3 D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau
c18c50a0e1 Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
magumagu
0030ad9ecf Fix D3D regression from PR1948.
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick
beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
da31314775 Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick
43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu
897b678d24 D3D: delete unnecessary code. 2015-01-26 10:58:32 -08:00
magumagu
33259c272b Remove some debugging junk. 2015-01-25 23:11:36 -08:00
magumagu
cb05730127 Use linear sampling in ScaleByHalf mode. 2015-01-25 23:05:23 -08:00
magumagu
cb5d3fce4f Fix stupid mistake. 2015-01-25 21:20:25 -08:00
magumagu
6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
Jules Blok
262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau
d7a8752228 Merge pull request #1920 from CarlKenner/fix3dxfb
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki
4f324ad742 Clean Up 2015-01-24 17:10:21 -06:00
magumagu
6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
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
Scott Mansell
88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +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
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
NanoByte011
937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Markus Wick
0d0f7ec662 Merge pull request #1894 from Armada651/exclusive-fix
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok
332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner
4768d0f0a8 This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek
7e64869185 Merge pull request #1887 from Tilka/vertex_loader_jit
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus
6cd6e6546f TexCache: merge texture and rendertarget factory function 2015-01-18 19:47:48 +01:00
degasus
615ae9f106 TexCache: remove PC_TexFormat
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras
68d204e877 D3D: remove unused variable 2015-01-18 12:59:33 +01:00
magumagu
7d5abb4eb4 D3D: allow selecting adapters with no outputs.
The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok
8d69658a9d Add exclusive mode OSD messages. 2015-01-17 16:11:17 +01:00
Jules Blok
b87fddb027 D3D: Allow borderless fullscreen to be turned on/off during gameplay. 2015-01-17 16:11:12 +01:00
Jules Blok
803bea5004 D3D: Fix Dolphin immediately exiting exclusive fullscreen. 2015-01-16 16:01:29 +01:00
Markus Wick
7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf Merge pull request #1818 from ZephyrSurfer/master
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
degasus
744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f TexCache: create a const Config struct 2015-01-11 22:23:35 +01:00
degasus
1c98a43203 TexCache: clean up frameCount handling 2015-01-11 22:23:35 +01:00
Markus Wick
6c46f27709 Merge pull request #1501 from degasus/texture_creation
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181
56e93f8fdd Update size_in_bytes of texture cache entries when copying efb to ram 2015-01-10 13:47:52 +01:00
degasus
38f42da55a TexCache: remove expanded_width
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1 TexCache: don't load tex level 0 on creation
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok
399b6248d1 D3D: Further improve exclusive fullscreen state checking. 2015-01-05 00:01:22 +01:00
Jules Blok
3b9c070ee0 D3D: Only try to apply exclusive mode when the renderer is in focus. 2015-01-04 16:42:16 +01:00
Patrick A. Ferry
069a0864c0 Scale the offset to the IR scale
The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Patrick A. Ferry
eebd7da443 Fix stretching with Virtual XFB in D3D
This change matches the behaviour of OpenGL.

This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.

See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok
26a9afa0e7 Anaglyph: Use matrices instead of vectors. 2015-01-02 14:32:42 +01:00
Jules Blok
491de39325 PixelShaderCache: Implement Dubois algorithm in anaglyph shader. 2015-01-02 03:06:11 +01:00
Jules Blok
29e05c5ff8 Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok
e1dc033113 Renderer: Cosmetics. 2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526 Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok
730a6e5f4b D3D: Fix Virtual XFB viewport.
Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok
81d1b7f0c2 XFBEncoder: Cosmetics. 2014-12-28 16:30:48 +01:00
Jules Blok
d7037ae492 PixelShaderCache: Don't use GetDimensions() for the sample count.
This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Jules Blok
833513f384 XFBEncoder: Sample the first layer of the resolved EFB texture.
Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok
af8ac328e5 Renderer: Use old method of calculating the source rectangle. 2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364 FramebufferManagerBase: Remove obsolete parameters. 2014-12-25 00:58:16 +01:00
Jules Blok
49137c7c2c FramebufferManager: Return framebuffer target size in GetTargetSize(). 2014-12-25 00:57:52 +01:00
Jules Blok
1bbb323e97 D3D: Remove obsolete Real XFB codepath. 2014-12-24 23:55:04 +01:00
Jules Blok
4a86234a79 D3D: Support stereoscopic XFB blit to screen. 2014-12-24 18:45:24 +01:00
Jules Blok
a845aeeb3d FramebufferManager: Copy all EFB layers to the XFB. 2014-12-24 18:45:19 +01:00
Jules Blok
59bea317d7 GeometryShaderCache: Cosmetics. 2014-12-24 17:22:24 +01:00
Jules Blok
b109b31f61 FramebufferManagerBase: Only allocate one layer for Real XFB. 2014-12-24 17:22:23 +01:00
Jules Blok
b2efbdaf44 Cosmetics. 2014-12-23 13:16:09 +01:00
Jules Blok
737bc0e7ad PixelShaderCache: Support stereoscopic EFB format changes. 2014-12-21 15:46:12 +01:00
Ryan Houdek
59e1a8a1a0 Merge pull request #1736 from degasus/osd
OSD
2014-12-20 23:21:24 -06:00
Dolphin Bot
f978d141c8 Merge pull request #1720 from Armada651/stereo-msaa
FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus
3f9b52e555 OGL: draw shadows within rasterfont itself 2014-12-20 13:31:41 +01:00
degasus
fb177ca04e VideoCommon: merge debug test generators 2014-12-20 13:06:29 +01:00
degasus
ffa014dd48 VideoCommon: merge debug info generators 2014-12-20 12:25:10 +01:00
Jules Blok
761749e07f FramebufferManager: Support resolving a multi-layered EFB in D3D. 2014-12-19 22:37:28 +01:00
Jules Blok
0ae082fb61 FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled. 2014-12-19 22:37:28 +01:00
Jules Blok
1b9fe70d7c VideoCommon: Make IsPassthrough() a function of the ShaderUid. 2014-12-19 14:10:53 +01:00
Jules Blok
c9e469f832 D3DState: Remove wireframe rasterizer support. 2014-12-19 14:10:52 +01:00
Jules Blok
925bbcb85b VideoCommon: Handle wireframe mode in the geometry shader. 2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be Merge pull request #1706 from Armada651/line-width
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
shuffle2
717e155ce1 Merge pull request #1689 from kayru/d3d_efb_copy_fix
D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Jules Blok
93ce95b48e D3D: Use ROUND_UP macro for rounding buffer sizes. 2014-12-18 00:37:15 +01:00
Jules Blok
3d9dfad6a2 D3D: Set the geometry shader before every draw call.
And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok
7e8f96f0d3 OGL: Don't generate a geometry shader if the backend doesn't support it.
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733 GeometryShader: Disable the geometry shader stage if it is a pass-through shader. 2014-12-18 00:36:48 +01:00
Jules Blok
2850c9a206 VertexManager: Disable culling for lines and points. 2014-12-18 00:36:47 +01:00
Yuriy O'Donnell
5688c27610 D3D: Moved setting texture by slot mask into StateManager 2014-12-17 23:41:26 +01:00
magumagu
31bcdb8f2f D3D+OGL: choose blendenable over logicopenable.
No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
8ae738ff30 VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22 VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db GeometryShaderGen: Support multiple primitive types.
And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy. 2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2 VideoCommon: Add a separate constants buffer for the geometry shader. 2014-12-14 21:23:13 +01:00
Jules Blok
6c7bed25a5 Cosmetics 2014-12-14 13:29:27 +01:00
Jules Blok
fd6b588627 D3D: Define decimals in floating point numbers 2014-12-14 13:28:49 +01:00
Jules Blok
a6ac7dd5bd D3D: Fix Nvidia 3D Vision memory leak 2014-12-14 13:28:49 +01:00
Jules Blok
6fe7d530ed PixelShaderCache: Fix MSAA shaders.
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok
b2e73400be Cosmetics 2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
Jules Blok
4b3e784949 TextureCache: Add stereoscopy support for EFB to texture copies. 2014-12-14 13:28:47 +01:00
Jules Blok
3355d8086d D3DUtil: Use a geometry shader to clear all slices. 2014-12-14 13:28:46 +01:00
Jules Blok
799697ad80 PSTextureEncoder: Add texture array support.
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok
ced733ccdf PixelShaderCache: Add texture array support to static shaders. 2014-12-14 13:28:46 +01:00
Jules Blok
d58e389f67 D3D: Recreate the framebuffer when stereoscopic 3D is toggled. 2014-12-14 13:28:45 +01:00
Jules Blok
7c05b9a6d0 D3D: Set the geometry shader for triangle primitives. 2014-12-14 13:28:44 +01:00
Jules Blok
4f6ce0f236 D3D: Add geometry shader instancing support. 2014-12-14 13:28:44 +01:00
Jules Blok
ca766747a8 D3DTexture: Bind textures as texture arrays. 2014-12-14 13:28:43 +01:00
Jules Blok
cf12c93c86 D3D: Use common GetEFBLayers() instead of GetEFBSlices(). 2014-12-14 13:28:43 +01:00
Jules Blok
9d9bd5341d D3D: Restore viewport after stereo blitting. 2014-12-14 13:28:43 +01:00
Jules Blok
a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00
Jules Blok
e53705784b D3D: Add SBS/TAB output support. 2014-12-14 13:28:42 +01:00
Jules Blok
9253bb7d96 D3D: Add geometry shader stereoscopy support. 2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97 D3D: Add GeometryShaderCache. 2014-12-14 13:28:41 +01:00
Jules Blok
9a312e2b83 D3D: Use two slices for most of our textures. 2014-12-14 13:28:40 +01:00
Jules Blok
14792c3402 D3DState: Set the pixel shader in m_current when linking dynamically. 2014-12-13 22:09:34 +01:00
Jules Blok
a2b43b21fe D3DState: Always update the m_pending members in the setters.
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
Yuriy O'Donnell
764aee6995 D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
Dolphin Bot
971a95aece Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Rodolfo Bogado
cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
Yuriy O'Donnell
e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell
4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
Yuriy O'Donnell
0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Rodolfo Bogado
c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
Rodolfo Bogado
817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
Rodolfo Bogado
c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
Rodolfo Bogado
93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
skidau
7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
degasus
94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
Yuriy O'Donnell
36b886cb80 D3D: Viewport min and max depth is now clamped to [0..1] range 2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
1fe3d07cbd D3D: Removed somewhat mysterious comment
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek
ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
Stevoisiak
6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok
ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok
4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok
fa32f751d3 ShaderGen: Handle ShaderCode objects directly.
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
degasus
c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Stevoisiak
b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
Yuriy O'Donnell
88d11ec5b2 D3D: RestoreState no longer resets PS resources 2014-10-27 00:02:30 +01:00
Yuriy O'Donnell
0c5a572f8d D3D: Use two buffers for VertexManager 2014-10-26 23:38:15 +01:00
Yuriy O'Donnell
c35847b795 D3D: Using start index and base vertex instead of buffer offsets 2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
48ba55203b D3D: Vertex and index data in one buffer 2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
72ba13ca8a D3D: Enabled depth clipping 2014-10-21 06:26:20 +02:00
skidau
81efd0e87f Merge pull request #1315 from RisingFog/movie-menu-input-display
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Yuriy O'Donnell
97423d5ed8 D3D: Fixed anisotropic filtering.
This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog
467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
b78396847f D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial 2014-10-17 22:24:57 +02:00
Yuriy O'Donnell
9bdfd4a833 D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled 2014-10-16 18:27:43 +02:00
Yuriy O'Donnell
bea68c95a4 D3D: Fixed uninitialized members of gx_state 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
21655dc61a D3D: moved render state cache implementation to D3DState.h/cpp 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
e7f8032d7d D3D: State cache now uses BitField to define packed render states 2014-10-15 20:22:40 +02:00
Yuriy O'Donnell
2e4667caaa D3D: Moved render state cache into separate source files.
Refactored  StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by  StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell
f434bd7d3f D3D: Implemented cache for dynamic render states 2014-10-15 20:22:39 +02:00
skidau
8912315596 Merge pull request #1290 from lioncash/xfb
Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
slx7R4GDZM
5a3f19aeaf Fix XFB scaling in D3D 2014-10-14 22:25:31 -04:00
Fog
8d424b114a Move bDumpFrames to SConfig (and it's references) 2014-10-12 23:56:16 -04:00
skidau
871d308b88 Merge pull request #1206 from comex/amperspocalypse
Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
comex
7f6284c2fc Change a bunch of reference function arguments to pointers.
Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk
f6c6f03cce Add on screen frame counter. 2014-09-30 18:49:44 -04:00
Rachel Bryk
4fe1119e52 Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini. 2014-09-25 19:50:25 -04:00
magumagu
32e5043b29 WIP XFB scaling.
Still an ugly mess.
2014-09-19 12:33:15 -05:00
Jasper St. Pierre
a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Shawn Hoffman
266992684d msvc: remove some remnants of SDL and DSound from projects and general cleanup. 2014-09-01 21:27:44 -07:00
Lioncash
844d45b26e D3D: Clean up brace placements 2014-08-30 18:06:47 -04:00
comex
e31d6feaa2 Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them).  I am fairly certain this was entirely
vestigial.

Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.

Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
Jasper St. Pierre
63f1a16969 Core: Remove UpdateFPSDisplay
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre
7ca8d8dfc7 Core: Don't pass through a reference to the window handle
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00