Commit Graph
100 Commits
Author SHA1 Message Date
Connor McLaughlin 6eb126b097 Merge pull request #7951 from jordan-woyak/win32-input-init-race-fix
InputCommon: Fix Win32 init race.
2019-03-31 23:42:43 +10:00
Connor McLaughlin 39139a52e7 Merge pull request #7939 from Techjar/no-more-disabled-gfx-features
Qt/HacksWidget: Fix backend feature support checks
2019-03-31 11:59:34 +10:00
Stenzek 3c455de799 FramebufferManager: Fix broken EFB peeks in GL with MSAA on 2019-03-30 03:14:29 +10:00
Connor McLaughlin 914aa7c506 Merge pull request #7943 from stenzek/vulkan-android-library-load
Vulkan: Fix library load failure on Android
2019-03-30 00:35:40 +10:00
Stenzek b685a66753 Vulkan: Fix crash when checking subgroup support on Mesa 2019-03-30 00:18:26 +10:00
Stenzek a6bb06174f Vulkan: Fix library load failure on Android 2019-03-29 23:36:53 +10:00
Connor McLaughlin 377615b06f Merge pull request #7905 from stenzek/vulkan-cleanup
Vulkan: Simplify command buffer fence tracking
2019-03-29 21:56:28 +10:00
Stenzek 604ab67c7f Vulkan: Simplify perf queries using vkGetQueryPoolResults 2019-03-29 20:54:44 +10:00
Stenzek 6d40ea8553 Vulkan: Fix barrier validation layer errors for bounding box 2019-03-29 20:54:44 +10:00
Stenzek 23a655217c Vulkan: Fix validation layer error for unbound texture layouts 2019-03-29 20:54:44 +10:00
Stenzek 087b11e780 TextureCacheBase: Fix possible crash on shutdown with deferred EFB copies 2019-03-29 20:54:44 +10:00
Stenzek 427dd45151 Vulkan: Simplify command buffer fence tracking 2019-03-29 20:54:44 +10:00
Connor McLaughlin f3fadd7302 Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Connor McLaughlin fbe57e8dbe Merge pull request #7733 from stenzek/update-moltenvk
Externals: Update MoltenVK to SDK version 1.1.101.0
2019-03-29 20:34:11 +10:00
Connor McLaughlin 78cf615a9b Merge pull request #7937 from Techjar/netplay-defer-efb-invalidation
NetPlay: Synchronize EFB access cache options
2019-03-29 20:31:15 +10:00
Connor McLaughlin a50a34b94b Merge pull request #7904 from stenzek/do-the-atomic-shuffle
PixelShaderGen: Use subgroup reduction for bounding box
2019-03-29 20:29:00 +10:00
Stenzek d66d778bae PixelShaderGen: Use subgroup reduction operations for bounding box 2019-03-29 20:06:56 +10:00
Stenzek 6561850f2b Vulkan: Support subgroup reduction operations via GL_KHR_shader_subgroup 2019-03-29 20:06:56 +10:00
Stenzek 86da282570 OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle 2019-03-29 20:06:56 +10:00
Connor McLaughlin 95c7b5c635 Merge pull request #7894 from Tilka/massage_ini
GameSettings: fix Enjoy your massage! textures
2019-03-29 20:05:57 +10:00
Connor McLaughlin 1304e963ad Merge pull request #7895 from stenzek/framebuffer-corruption
FramebufferManager: Don't discard in ReinterpretPixelData
2019-03-29 20:03:13 +10:00
Connor McLaughlin 154eeae8ae Merge pull request #7915 from stenzek/bbox-scaled-update
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-29 19:59:25 +10:00
Stenzek d0d010f854 D3D11: Make stateman a unique_ptr 2019-03-29 19:55:00 +10:00
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 2a4bca8b4a VideoBackends: Verify validity before doing full renderer init
Prevents attempting to create invalid MSAA configurations, for example.
2019-03-29 19:52:38 +10:00
Stenzek 1151a1238f D3D11: Use ComPtr smart pointer where possible 2019-03-29 19:52:38 +10:00
Stenzek 3d8014beb5 D3D11: Use D3DCommon where appropriate 2019-03-29 19:52:38 +10:00
Stenzek ea15080d8f Add D3DCommon (shared code between D3D11 and D3D12) 2019-03-29 19:52:38 +10:00
Stenzek f6641b7e4f Vulkan: Use Common::DynamicLibrary 2019-03-29 19:52:38 +10:00
Stenzek a4f7c04470 Common: Add DynamicLibrary helper class 2019-03-29 19:52:33 +10:00
Stenzek e9cfcf4632 ShaderCache: Don't create invalid logic op pipelines
uint_output will never be set unless logic ops are enabled. Also clears
the bits so we're not compiling unused pixel shaders on the other
backends.
2019-03-28 20:35:02 +10:00
Stenzek 5732769a3c ShaderCache: Set correct primitive in dummy ubershader pipelines 2019-03-28 20:35:02 +10:00
Stenzek 7dd9d74eec RenderBase: Add EFBHasAlphaChannel() helper 2019-03-28 20:35:02 +10:00
Stenzek 92fa6c34cd FramebufferManager: Fix EFB pokes being offset by 1 in D3D 2019-03-27 23:28:34 +10:00
Stenzek c28393d6f9 FramebufferManager: Fix EFB peek cache stretching last tile 2019-03-27 22:12:40 +10:00
Stenzek 16294acd2a VideoBackends: Scale bounding box rectangle in the pixel shader 2019-03-25 18:47:58 +10:00
Connor McLaughlin eaa1874875 Merge pull request #7926 from stenzek/clear-tile-array
FramebufferManager: Only clear tile array when valid
2019-03-24 16:57:18 +10:00
Stenzek cff60f5ba0 FramebufferManager: Only clear tile array when valid
When looking into the Faron Woods fifolog, I noticed this code was quite
high in the profile (~10%). Clearing 4096 entries from the vector isn't
needed every draw, we only need to do this when the cache was actually
valid in the first place.

Should provide a slight general performance boost.
2019-03-24 15:03:04 +10:00
Stenzek bf0b52efc6 TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates 2019-03-20 20:05:51 +10:00
Stenzek 8aa0ea10d9 FramebufferManager: Don't discard in ReinterpretPixelData
This was causing the depth buffer to be discarded as well, which
has an effect on mobiles (doesn't get loaded into tile memory).

If we find this is hindering performance (remember, the EFB is
only a 640x528 texture), it may be worth changing the interface to
support discarding only the colour buffer.
2019-03-16 23:45:08 +10:00
Connor McLaughlin 861fc42fc9 Merge pull request #7891 from kvark/vk-frame-view
[vk] Use proper view type of framebuffer images
2019-03-16 09:26:01 +10:00
Connor McLaughlin 7eae5b91d6 Merge pull request #7882 from JMC47/SMGDefer
Enable Defer EFB Cache Invalidation for SMG1 and 2
2019-03-13 22:44:11 +10:00
Stenzek cce7ac43d4 FramebufferManager: Fix panic in VertexManager with large EFB depth poke batches 2019-03-12 18:26:07 +10:00
Connor McLaughlin 08b95c3fde Merge pull request #7868 from jordan-woyak/shutdown-crash-fix
WiimoteEmu: Fix a config change callback causing a crash on exit.
2019-03-10 11:13:02 +10:00
Stenzek 0e2397a1bc GameIni: Disable EFB CPU tile cache on F-Zero GX
In the Sand Ocean track, EFB peeks occur across the whole screen.
This leads to slow performance with the tile cache enabled, so disable it.
2019-03-10 01:24:05 +10:00
Stenzek 9293c82b24 DolphinQt: Add option for deferred EFB cache invalidation 2019-03-09 12:36:32 +10:00
Stenzek a218a794cb FramebufferManager: Implement deferred EFB cache invalidation 2019-03-09 12:24:04 +10:00
Stenzek 6bc4bfd26a FramebufferManager: Implement EFB tile cache
The new tile cache is dynamic in size and can be turned on/off.
2019-03-09 12:23:33 +10:00
Stenzek 65216c9e87 VideoConfig: Add SupportsPartialDepthCopies to backend info
D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
2019-03-09 12:19:53 +10:00
Connor McLaughlin 7d17163ce8 Merge pull request #7862 from spycrab/macos_vulkan_crash
VideoCommon/RenderBase: Don't destroy pipelines that are in use
2019-03-07 23:15:48 +10:00
Stenzek 565e604679 Externals: Update MoltenVK to SDK version 1.1.101.0 2019-03-06 22:00:22 +10:00
Connor McLaughlin a59010fa29 Merge pull request #7851 from Tilka/efb_stats
VideoCommon: add EFB peek/poke stats
2019-03-04 15:28:22 +10:00
Connor McLaughlin 1d80ab33ad Merge pull request #7836 from Tilka/fix_xfb
TextureConversionShader: fix XFB decoding shader
2019-03-02 12:31:39 +10:00
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 21d81f99ff VideoBackends: Fix GPU decoding of XFB buffers
Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +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
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
Connor McLaughlin b5c3881fe7 Merge pull request #7512 from stenzek/runtime-headless
DolphinNoGUI: Runtime selection of platform
2019-02-16 14:15:00 +10:00
Stenzek eabde77892 CMake: Add an ENABLE_NOGUI option 2019-02-15 18:40:46 +10:00
Stenzek 836f76da89 DolphinNoGUI: Runtime selection of platform 2019-02-15 18:40:46 +10:00
Stenzek f9869cb216 Vulkan: Support runtime selection of WSI 2019-02-15 18:40:46 +10:00
Stenzek a4c64e7964 Externals: Set target platform to 10.0.17134 for FreeSurround 2019-02-14 20:42:06 +10:00
Connor McLaughlin 326d72728c Merge pull request #5235 from LAGonauta/fs-dplii-decoder
Change FFDShow DPL2 decoder to FreeSurround
2019-02-14 18:38:12 +10:00
Stenzek cecefa2d97 ChunkFile: Don't access element zero of empty container
This was causing assertion failures in debug MSVC builds.
2019-02-10 13:28:50 +10:00
Stenzek ef3306e954 GLContext: Fix shared context creation error on Mesa
This was failing if the first version tried (4.6) didn't succeed.
2019-02-09 21:51:23 +10:00
Stenzek 31a5dd15a9 DolphinQt: Connect Host::RequestStop() to MainWindow::RequestStop()
The fact that this wasn't connected was causing fifoplayer to hang if
looping was disabled.
2019-02-02 13:36:46 +10:00
Connor McLaughlin 84794a6f0c Merge pull request #7749 from jordan-woyak/fix-anaglyph-pp-selection
DolphinQt: Fix selection of PP shader when using anaglyph 3D.
2019-01-28 11:01:17 +10:00
Stenzek 3b033bf3f0 Vulkan: Move clear shader from Renderer to ShaderCache 2019-01-27 13:07:35 +10:00
Stenzek e2cf238ec4 Vulkan: Move swapchain related members from Renderer to SwapChain 2019-01-27 12:59:57 +10:00
Stenzek bd66db049a Vulkan: Use device-local functions where possible
Avoids a call into the loader library, which may improve performance
ever-so-slightly.
2019-01-27 12:51:04 +10:00
Stenzek ce1cc2d9fa Vulkan: Don't execute command buffer before shutting down
We don't need to, and this was causing occasional crashes on Adreno.
2019-01-27 12:41:10 +10:00
Stenzek b01df8670f Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled 2019-01-27 12:31:12 +10:00
Connor McLaughlin ff5e296576 Merge pull request #7741 from Techjar/no-resume-on-stop
Qt/MainWindow: Don't unpause after confirming shutdown
2019-01-26 23:48:52 +10:00
Stenzek 3d8145af65 RenderWidget: Fix mouse position for imgui on hidpi screens 2019-01-26 01:31:58 +10:00
Stenzek 774480ba23 Vulkan: Set contents scale of Metal layer to screen factor
This gives us a native resolution framebuffer.
2019-01-26 00:02:04 +10:00
Connor McLaughlin af25b9aede Merge pull request #7731 from zackhow/point
Android: Fix pointer if game aspect ratio is larger than device's
2019-01-25 19:38:29 +10:00
Stenzek ee0fa548bc Vulkan: Don't bind last descriptor set if bounding box is unsupported
Fixes crash on a4xx/Vulkan.
2019-01-25 11:15:57 +10:00
Stenzek c6f151c4e1 Android: Use scaledDensity as backbuffer scale (for imgui) 2019-01-25 11:15:57 +10:00
Stenzek 82fd923a4e Android: Add getter method for NativeLibrary.sEmulationActivity
Also makes sEmulationActivity private.
2019-01-25 11:15:57 +10:00
Stenzek e9b02e7dd0 Vulkan: Remove unused UpdateUtilityUniformBuffer function 2019-01-25 11:15:57 +10:00
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 e03b8e899e Vulkan: Move texture upload buffer to ObjectCache 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
Connor McLaughlin 224b23b979 Merge pull request #7729 from stenzek/adreno-sillyness
ShaderGen: Fix broken rendering on Adreno Vulkan drivers
2019-01-25 11:07:12 +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