Commit Graph
100 Commits
Author SHA1 Message Date
Stenzek 502c4c0e87 TextureCache: Recompute overlapping XFB copy hashes after copying to RAM 2018-11-13 12:48:27 +10:00
Stenzek a0653a1a34 Vulkan: Fix incorrect fence being assigned to staging texture 2018-11-12 01:02:32 +10:00
Stenzek 78056686fd TextureCache: Fix leaking TCacheEntry instances 2018-11-08 11:52:17 +10:00
Stenzek 7efdd1070b OGL: Fix crash when opening graphics window on another backend 2018-11-07 21:20:12 +10:00
Stenzek a45f977d26 Analytics: Add deferred EFB copies setting to graphics settings 2018-11-07 16:25:01 +10:00
Stenzek 71e3bc40a3 Android: Add defer EFB copies to settings 2018-11-07 16:25:01 +10:00
Stenzek 66b6e72c5e Vulkan: Submit fewer command buffers in deferred EFB copies mode 2018-11-07 16:25:01 +10:00
Stenzek 8e2c063d62 TextureCache: Implement deferred/batched EFB copies 2018-11-07 16:25:01 +10:00
Stenzek 6392be61eb Host: Also call ControllerInterface::ChangeWindow when window changes
This should prevent us from trying to poll against destroyed native
windows.
2018-10-29 11:46:06 +10:00
Stenzek cb6ba59a44 Host: Don't call ChangeSurface when handle hasn't changed
This was causing a deadlock when switching to fullscreen in
render-to-main-window mode.
2018-10-29 11:46:06 +10:00
Stenzek 52828901ef Core: Switch controller interface to render widget on booting
Previously, the Qt frontend would initialize the controller
interface on starting, resulting in the cursor position being
relative to the main window, instead of the render window.
2018-10-29 11:46:06 +10:00
Stenzek a7f334dc2a ControllerInterface: Don't crash on non-X11 QPA 2018-10-29 11:46:06 +10:00
Stenzek 7c4607a05a Vulkan: Add missing increment of draw call count 2018-10-28 11:32:26 +10:00
Stenzek 8c84e27155 Core: Fix display being passed as surface to ControllerInterface 2018-10-24 15:24:10 +10:00
Stenzek 1e8cdc02d1 CMake: Fix DolphinNoGUI build 2018-10-24 14:50:23 +10:00
Stenzek 2c6d96433c GLContext: Try GL versions 3.2-4.6 when getting a context
GLX previously was only creating a 4.0 context.
2018-10-20 21:11:34 +10:00
Stenzek c95802afeb CMake: Make X11 and EGL optional 2018-10-20 21:11:34 +10:00
Stenzek 0559311f92 GLContext: Runtime selection of EGL/GLX on Linux 2018-10-20 21:11:34 +10:00
Stenzek 025e909773 GLContext: Use destructor instead of Shutdown() to cleanup
Also uses the Initialize() method to make the context current.
2018-10-20 21:11:34 +10:00
Stenzek 4b8d1c2b42 GLContext: Combine shared context initialization and creation 2018-10-20 21:11:34 +10:00
Stenzek dcdd02d646 GLContext: Remove global context pointer 2018-10-20 21:11:34 +10:00
Stenzek eb284b5d66 VideoBackends: Pass window system info from host on creation 2018-10-20 21:11:34 +10:00
Stenzek 9c57a98723 GLContext: Use host connection
This also removes the need for a sleeping event thread.
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 134d967be2 Refactoring and cleanup of GLInterface (now GLContext) 2018-10-20 21:11:34 +10:00
Stenzek 74b82bab3b GLInterface: Drop Haiku support 2018-10-20 21:11:33 +10:00
Stenzek ea77899ddd Qt/MainWindow: Maintain pointer to hotkey window
Prevents multiple hotkey windows from being opened.
2018-10-14 22:24:31 +10:00
Stenzek 211a9bf6d2 Qt/MainWindow: Lazy initialize child windows 2018-10-14 21:46:59 +10:00
Stenzek e3f475b30e NullBackend: Initialize vtx_decl in VertexFormat
This field was previously left uninitialized, which resulted in corrupted
UID caches being created.
2018-10-14 21:24:09 +10:00
Stenzek c2fab7f016 ShaderCache: Don't create or load shader cache with Null backend 2018-10-14 20:03:57 +10:00
Stenzek 2e905455b1 OGL: Disable scissor test when calling glBlitFramebuffer()
glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
2018-10-09 22:00:40 +10:00
Stenzek 06476594bf clang-format: Split C++/ObjC sections
Fixes the lint error that an objective-C section is missing from the config when a .mm file is modified.
2018-10-06 11:30:45 +10:00
Stenzek 349765ba77 GraphicsWindow: Ensure adapter selection isn't enabled while running 2018-09-28 22:01:23 +10:00
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
Stenzek 448e19629d Vulkan: Drop usage of VK_NV_glsl extension
It's not providing a large performance improvement anymore, after the
more recent drivers introduced a new shader compiler.
2018-08-29 13:12:19 +10:00
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
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
Stenzek dca1096664 DolphinQt: Add .dff to open file filter 2018-08-03 17:39:17 +10:00
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
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
Stenzek bc96557ec4 Externals: Update glslang to upstream commit 32d3ec3 2018-06-02 07:34:31 +00:00
Stenzek c05dd2ee56 Externals: Update Vulkan headers to 1.1.75 2018-05-31 11:37:23 +00:00
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
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 d0c025bf0b OGL: Fix EFB access in MSAA-mode 2018-05-22 15:35:20 +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
Stenzek a446b096cb Jit64: Invalidate cached constant values w/o host register on flush
If we don't flush the values, they persist in the register cache,
potentially resulting in the values being out of sync with PPCSTATE.

This was causing random crashes in games, mainly booting, when certain
JIT instructions were disabled, or forced to fall back to interpreter.
2018-05-13 00:50:31 +10:00
Stenzek 3493d738ca D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
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 501b35bbf2 OGL: Fix broken format changes in i965 driver 2018-05-08 00:11:27 +10:00
Stenzek 286d594f32 OGL: Fix incorrect clamping in EFB copies 2018-05-05 17:45:54 +10:00
Stenzek 210a6a37b4 DolphinWX: Scale window geometry before passing to backend
In macOS, the window size is device-independent points, which may not
match the content/backing framebuffer size.
2018-05-03 22:01:07 +10:00
Stenzek d4f6c86eec UI: Add Disable EFB Copies to VRAM to Advanced Options 2018-05-03 14:31:04 +10:00
Stenzek 0152f63655 TextureCacheBase: Make "disable vram copies" part of the active config 2018-05-03 14:24:44 +10:00
Stenzek 8a061d6fb4 Qt/AdvancedWidget: Fix borderless fullscreen option not showing 2018-05-03 14:13:35 +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 7a745e5b0d D3D: Drop gamma parameter from util draw helper
No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
Stenzek 2c6b20bb03 TextureConversionShader: Fix compile errors in OpenGL ES 2018-05-02 21:54:13 +10:00
Stenzek ea4090d92c Dolphin: Add disable copy filter to graphics options 2018-04-29 19:05:20 +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
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
Stenzek c82be53d5c GLInterface: Use EXT_swap_control or MESA_swap_control over SGI
The SGI extension does not define calling SwapInterval with a parameter
of zero as valid. It was just lucky that drivers interpreted this as
vsync off. The EXT_swap_control extension defines zero as a valid value.

Mesa does not appear to support the EXT variant, so we fall back to
MESA_swap_control here, which also supports zero.
2018-03-26 22:09:22 +10:00
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
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
Stenzek cb19ddd1d4 D3D: Fix broken bounding box 2018-03-17 00:20:43 +10:00
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 dc9012ae08 OGL: Ensure VAO is active before unmapping buffers
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
2018-03-15 00:32:39 +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
Stenzek 427aa188d4 ShaderCache: Use a version number for pipeline UID caches 2018-03-11 14:48:09 +10:00
Stenzek 93ab50c555 OGL: Move primitive restart enable logic to GLUtil 2018-03-10 16:11:20 +10:00
Stenzek 51a586d11a GLUtil: Encapsulate functions in a namespace 2018-03-10 16:11:19 +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 fc1fe0672b OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
2018-03-10 15:56:37 +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 24df896eb8 VKShader: Fix incorrect loading of binary shaders 2018-03-10 15:56:27 +10:00
Stenzek 1ddc4c5568 D3D: Make NativeVertexFormat thread safe 2018-03-10 15:56:24 +10:00
Stenzek 40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek 5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek 00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +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