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
Stenzek
887e3830ba
VideoBackends: Restore the framebuffer as part of the API state
...
It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek
b4b0f3d942
Vulkan: Fix broken post-processing
2018-03-01 16:55:55 +10:00
Stenzek
e4d3b5f626
OGL: Only create bad shader files in Dump when compile failed
...
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Stenzek
2ba8f67feb
OGL: Call GLInterface->Update() on window resize
...
macOS in particular requires the context be updated manually when the window
is resized.
2018-02-23 22:27:10 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
31111ef143
D3D: Remove state stack from tracker, set explicitly instead
2018-02-22 19:40:55 +10:00
Stenzek
e18c7b1c33
D3D: Support state tracking of compute shaders
2018-02-22 19:11:27 +10:00
Stenzek
e8ff2b2006
D3D: Support compiling compute shaders
2018-02-22 19:11:25 +10:00
Stenzek
aaea515d71
GLUtil: Drop now-unused attributeless VAO helpers
2018-02-22 19:09:28 +10:00
Stenzek
052d78bcb1
OGL: Log warnings from shader compiles, even if it compiled successfully
2018-02-22 19:08:54 +10:00
Stenzek
3fd4142f36
OGL: Track state of last bound vertex array object
...
This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Stenzek
0dddaf9d7d
Android: Update renderer surface before resuming emulation
...
Previously, this could cause a race condition which resulted in the
Vulkan backend attempting to acquire a swap chain image from a now
non-existant surface. By ensuring the backend knows about the surface
before a frame is presented, this race does not happen.
2018-02-20 01:15:55 +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
5baf3bbe2e
OGL: Clear backbuffer before presenting instead of at start of frame
2018-02-20 01:11:40 +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
Stenzek
340ee8fff8
PixelShaderGen: Implement table-based fog range as in software renderer
2018-02-15 22:19:21 +10:00
Stenzek
7c517226ed
Vulkan: Remove redundant YUYV conversion shaders
...
These are no longer used as of hybrid XFB.
2018-02-14 15:26:35 +10:00
Stenzek
93fb0e1e1c
TextureCache: Add an option to disable EFB copies to VRAM
...
The option is named DisableCopyToVRAM under the Hacks section in
GFX.ini. It is intentionally not exposed to the GUI, as users should not
need to use it under normal circumstances. The main use is debugging
issues in the EFB-to-RAM shaders.
2018-02-11 15:48:46 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
...
It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Stenzek
6490c2b86b
OGL: Use explicit flush instead of GL_SYNC_FLUSH_COMMANDS_BIT
2018-02-09 01:25:14 +10:00
Stenzek
4b96db8fc9
OGL: Don't leave staging texture buffer bound after mapping
...
This could cause glReadPixels() calls which assume no buffer is bound
(e.g. CPU EFB access) to fail. The problem was limited to devices which
don't support persistent mapping, as the map path is not otherwise.
2018-02-09 01:15:27 +10:00
Stenzek
260d5b7aa7
BPMemory: Handle fog configuration where both A and C are infinity/NaN
...
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.
However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00
Stenzek
15efd42eba
Jit64: Don't flush PC in exception block
...
These blocks can only be executed as a result of a DSI exception from a
loadstore, where we now flush the PC register prior to the loadstore.
2018-01-27 22:32:57 +10:00
Stenzek
8933fe599c
Jit64: Update PC before slowmem reads as well as writes
2018-01-27 22:29:39 +10:00
Stenzek
7f3c31d78d
Jit64: Set correct PC when emitting slowmem trampoline
2018-01-27 18:19:42 +10:00
Stenzek
505d30be3d
DolphinWX: Move fullscreen switch to after startup is complete
...
This means that any error messages won't be hidden by the fullscreen
window.
2018-01-27 14:17:14 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
...
The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
...
Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
Stenzek
04027a7da7
Core: Improve ordering of boot
...
- Smplification of graphics backend startup/shutdown.
- Don't send complete message until CPU is ready to execute.
- Remove redundant stop message.
- Remove OSD message with backend name.
2018-01-27 13:53:55 +10:00
Stenzek
f9053527a9
Core: Don't spawn an extra thread in single-core mode
...
We don't need a message pump thread for the video backend, as the window
is created on the UI thread, not the "idle" emu thread.
2018-01-27 13:53:55 +10:00
Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
fd39103c73
Vulkan: Fix invalid stage mask in layout transitions
2018-01-26 12:33:24 +10:00
Stenzek
47f453d7aa
Vulkan: Fix waiting on non-existant fence when reading back
2018-01-26 12:33:24 +10:00
Stenzek
3f197480ef
Renderer: Fix crash on shutdown when frame dumping or taking screenshots
2018-01-26 12:12:00 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
...
This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Stenzek
4997fbce44
Vulkan: Fix possible mismatch between EFB framebuffer and render pass
...
This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek
0525726338
Vulkan: Move pipeline barrier outside render pass for EFB peeks
2018-01-11 15:36:01 +10:00
Stenzek
48a8063cd5
Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range
2018-01-11 15:30:27 +10:00
Stenzek
173a33886c
Vulkan: Move render pass management to ObjectCache
2018-01-11 15:21:34 +10:00
Stenzek
0e50b2c9f2
Vulkan: Add missing layout transition when resolving MSAA depth buffers
2018-01-11 15:21:33 +10:00
Stenzek
2579f8eaa5
TextureCache: Don't dump custom textures
...
They don't have a basename, therefore were being saved to empty files, and potentially can be compressed.
2017-12-10 15:31:46 +10:00
Stenzek
5f5aca7870
OGL: Fix incorrect usage of glGetTextureSubImage
...
Was causing issues with texture dumping on newer drivers.
2017-12-10 15:31:14 +10:00
Stenzek
d0601c0a83
TextureConversionShader: Use round() instead of roundEven() in HLSL
...
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
2017-12-06 03:33:50 +10:00
Stenzek
e0ffce2785
D3D: Use VideoCommon EFB-to-texture shaders
2017-12-06 03:33:50 +10:00
Stenzek
beb35320f6
TextureConverterShaderGen: Make generated shaders HLSL-compatible
2017-12-06 03:33:50 +10:00
Stenzek
cf1f975148
Vulkan: Fix headless framedumping without USE_X11 set
2017-11-23 17:00:32 +10:00
Stenzek
32125cf181
OGL: Fix headless frame dumping
...
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek
ab44536a3c
OGL: Update the window size after swapping buffers, not before
...
Prevents us from rendering beyond the viewport bounds.
2017-11-23 16:09:59 +10:00
Stenzek
7f217a8bb2
Vulkan: Drop StagingTexture2D class as it is now duplicated functionality
2017-11-22 18:49:33 +10:00
Stenzek
db1d9de933
AbstractTexture: Drop slow map readback path
2017-11-22 18:49:33 +10:00
Stenzek
193763ca3a
TextureCacheBase: Don't crop last row/column of XFB copies
...
Unsure why this was happening in the first place.
2017-11-22 18:49:33 +10:00
Stenzek
6577365851
VideoCommon: Re-implement asynchronous frame dumping
...
This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek
752dd4761d
D3D: Use new readback methods for EFB2RAM
2017-11-22 18:47:04 +10:00
Stenzek
9da9f26b90
OGL: Use new readback methods for EFB2RAM
2017-11-22 18:47:04 +10:00
Stenzek
59517318d6
Vulkan: Use new readback methods for texture encoding
2017-11-22 18:47:04 +10:00
Stenzek
c2cc128f1b
AbstractTexture: Implement Save using new common methods
2017-11-22 18:47:04 +10:00
Stenzek
56afebeb44
AbstractTexture: Seperate CopyRectangleFromTexture to two methods
...
ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek
f43d85921d
VideoBackends: Add AbstractStagingTexture class
...
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek
a584ccc7d8
AbstractTexture: Support BGRA8 formats
...
Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
Stenzek
5860c97144
D3D: Move device release from Renderer destructor to shutdown
...
Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
Stenzek
c5a89b6483
D3D: Remove BeginFrame/EndFrame
...
These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
Stenzek
d9400f708a
D3D: Move remaining static variables from Render.cpp to Renderer class
2017-11-22 18:47:04 +10:00
Stenzek
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
Stenzek
efb9759862
LightingShaderGen: Always calculate lighting for both color channels
...
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.
We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00
Stenzek
470e8d63b6
VideoConfig: Rename "Full Resolution Frame Dumps" to "Internal"
...
What is the "full" resolution, anyway?
2017-11-21 17:20:55 +10:00
Stenzek
8985cb2f0b
Renderer: Re-implement window size frame dumping
...
This was broken by hybrid XFB, and all frame dumping/screenshots occured
at the full internal resolution.
2017-11-21 17:19:43 +10:00
Stenzek
39559f6358
VideoConfig: Remove bSupportsInternalResolutionFrameDumps
...
Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Stenzek
18c1bf19ca
VideoCommon: Use constant for number of color channels in XFMemory
2017-11-20 23:18:44 +10:00
Stenzek
271f1af8c9
Vulkan: Fix crash on shutdown with Virtual XFB enabled
2017-10-18 22:11:59 +10:00
Stenzek
06bbf111d9
Vulkan: Improve readability of device/instance extension checks
2017-10-11 23:18:01 +10:00
Stenzek
79188d4f55
Vulkan: Use VK_NV_glsl extension where available, and skip glslang
2017-10-11 23:15:41 +10:00
Stenzek
edb5f855c2
VideoConfig: Prevent race condition on g_Config when refreshing
...
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
2017-10-10 23:56:33 +10:00
Stenzek
4301b8538d
Vulkan: Only use oldSwapchain in response to VK_ERROR_OUT_OF_DATE_KHR
...
Seems to be required on the latest NV driver, otherwise the presented
images are never shown.
2017-10-10 23:21:40 +10:00
Stenzek
cdf34a79f7
Vulkan: Set a flag to resize the swap chain when presenting fails
...
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
2017-10-10 23:21:40 +10:00
Stenzek
80593f502e
Vulkan: Fix bug where command buffer wouldn't be started after resize
2017-10-10 23:21:40 +10:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
340aabbb06
VideoCommon: Add helpers for generating common render states
2017-09-11 20:01:52 +10:00
Stenzek
b7a099814a
Vulkan: Clear contents of EFB convert framebuffer at create time
...
Fixes a validation layer warning when converting pixel formats.
2017-09-11 20:01:50 +10:00
Stenzek
e584090822
Vulkan: Fix interface mismatch in RGB->YUYV shader
2017-09-11 20:01:48 +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
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
4d36f0cc87
Bitfield: Cast value to storage type in assignment operator
...
This allows us to use enum classes in bitfields.
2017-09-11 19:40:25 +10:00
Stenzek
9e1c09e347
StreamBuffer: Don't wait on fences twice when reserve > commit
...
If we allocate a large amount of memory (A), commit a smaller amount,
then allocate memory smaller than allocation A, we will have already
waited for these fences in A, but not used the space. In this case,
don't set m_free_iterator to a position before that which we know is
safe to use, which would result in waiting on the same fence(s) next
time.
2017-09-09 13:26:30 +10:00
Stenzek
0de31d87bd
VideoConfigDiag: Fix bug where postprocessing shader wasn't saved to INI
2017-09-08 01:19:26 +10:00
Stenzek
134daf3b00
Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
...
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
2017-09-07 17:05:43 +10:00
Stenzek
b573319f8f
D3D: Fix shader compile error with logicop and alpha test enabled
2017-09-07 11:48:01 +10:00
Stenzek
c15ea2f1ed
D3D: Fix crash if shaders fail to compile
2017-09-07 11:45:43 +10:00
Stenzek
84f8ebd95f
VideoBackends: Clear uid bits that are unused for the current backend
...
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Stenzek
6d32cce2f5
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-05 23:49:42 +10:00
Stenzek
90051536bf
D3D: Support logic op through integer render target view
...
This brings D3D to parity with OpenGL and Vulkan.
2017-09-04 10:07:36 +10:00
Stenzek
c9d649d27c
D3D: Use Direct3D 11.1 where supported
2017-09-03 16:33:47 +10:00
Stenzek
0622979d3b
ShaderGen: Support writing integer colors when logic op is enabled
...
This is required for D3D to support logic op.
2017-09-03 16:33:25 +10:00
Stenzek
254160691a
Revert "Vulkan: Use VK_NV_glsl extension where available, and skip glslang"
...
This reverts commit d23fd17e1a .
Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
2017-09-03 15:31:19 +10:00
Stenzek
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
...
This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek
22b8cbae35
RenderBase: Drop SetColorMask and SetLogicOpMode
...
These are now incorporated into the blend state for all backends.
2017-09-03 14:14:54 +10:00
Stenzek
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00