Commit Graph

3100 Commits

Author SHA1 Message Date
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
Stenzek
bac8c2d441 Vulkan: Work around indexed fragment output bug on AMD drivers 2016-10-01 02:40:02 +10:00
Stenzek
77a128ab87 Implement experimental Vulkan backend 2016-10-01 02:40:01 +10:00
Stenzek
828aac7890 VideoBackends: Make TextureCache::CompileShaders return a bool 2016-10-01 01:09:12 +10:00
Stenzek
6a99cbd9fc VideoCommon: Call Renderer::SurfaceChanged on render parent resize
This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
2016-10-01 01:09:12 +10:00
Stenzek
5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
Stenzek
09638e714e VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan 2016-10-01 01:09:12 +10:00
Stenzek
a71381e80a VideoCommon: Add APIType entry for Vulkan 2016-10-01 01:09:11 +10:00
Stenzek
75e4e42e56 ShaderGen: Work around issue with glslang and dynamic vector subscripts
Seems that vec[eye] will select vec.x no matter what the value of eye is.
2016-10-01 01:09:11 +10:00
Stenzek
7f3a876aae ShaderGen: posmtx should be a 4-component unsigned byte
This is a global change across backends, so should be tested for
regressions.
2016-10-01 01:09:11 +10:00
Stenzek
d9c034e8cc ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Markus Wick
3696c2b022 Merge pull request #4210 from degasus/arm
JitArm64: Small cleanup + speedups.
2016-09-27 18:45:14 +02:00
Markus Wick
9525a9e048 Merge pull request #3490 from degasus/singlecore
Fifo: Use SyncGPU timings for single core.
2016-09-27 10:33:47 +02:00
degasus
732e0ff03a VertexLoaderArm64: Mark register allocation as static const. 2016-09-26 22:19:07 +02:00
degasus
258f48572d VertexLoaderJit: Fix out-of-bounds access for zfreeze.
This fixes a GCC6.1 warning.
2016-09-17 16:47:12 +02:00
degasus
735da0ed69 Fifo: Use SyncGPU timings for single core. 2016-09-17 16:25:13 +02:00
Jules Blok
da43f9a156 PixelShaderGen: Always divide the texture coordinates by q.
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
2016-09-07 21:13:16 +02:00
Chris Burgener
69eed56256 Fix recursive code 2016-09-06 22:45:50 -04:00
Scott Mansell
0119f1302f Merge pull request #4177 from phire/useless_cases
BPStructs: remove case statements which never match.
2016-09-06 00:56:09 +12:00
Scott Mansell
a665743b70 BPStructs: remove case statments which never match.
Visual Studio's code analyzer complains about these.
2016-09-06 00:40:49 +12:00
EmptyChaos
aa16282516 Core: Change CoreTiming event key from int to EventType*
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
Jules Blok
d072d6d336 Merge pull request #4170 from Armada651/float-abs
VertexShaderManager: Explicitly use floating-point variant of abs.
2016-09-01 19:03:03 +02:00
Jules Blok
9fb6f93ca1 PixelEngine: Add missing static specifier for s_token_finish_mutex. 2016-09-01 17:28:48 +02:00
Jules Blok
376cadb862 VertexShaderManager: Explicitly use floating-point variant of abs.
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
Jules Blok
50984d85b0 Merge pull request #4164 from Armada651/sonic-clipping
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
EmptyChaos
e0d4dc6fed VertexShaderGen: Fix D3D X3014 compile error
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok
debaf63fe8 VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Preston Smith
94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith
5a6b876dbd Hardware renderer fix 2016-08-30 18:33:23 -05:00
Jules Blok
92920c4005 TextureCacheBase: Address 0x0 is valid, don't you dare ignore it. 2016-08-30 16:45:49 +02:00
Chris Burgener
df0f7657d0 Fix frame dump issues where frame dumping stops before next drawn frame 2016-08-24 13:00:25 -04:00
Jules Blok
35a270d2a8 TextureConversionShader: Don't use the float specifier in shader code. 2016-08-24 17:42:32 +02:00
Jules Blok
f7987017a0 PixelShaderManager: Use signed integers for the depth range parameters. 2016-08-23 15:54:05 +02:00
Jules Blok
a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Markus Wick
52af0770c3 Merge pull request #4141 from lioncash/vtx
VertexManagerBase: Get rid of static state
2016-08-23 07:33:25 +02:00
Lioncash
2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Markus Wick
10d20d47aa Merge pull request #4132 from lioncash/enum-fifo
Fifo: Make SyncGPUReason an enum class
2016-08-22 16:49:40 +02:00
Lioncash
1392efa91d VertexManagerBase: Get rid of static behavior 2016-08-21 23:30:38 -04:00
JosJuice
31c530c7b3 Merge pull request #3386 from lioncash/memory
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Lioncash
5635d4b709 Fifo: Make SyncGPUReason an enum class 2016-08-18 22:35:58 -04:00
Jules Blok
e86d7cbc99 OGL: Workaround gl_ClipDistance bug on Mesa i965. 2016-08-18 01:08:39 +02:00
Jules Blok
7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok
8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok
959d1879e5 VertexShaderGen: Fix far clipping.
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +02:00
Jules Blok
afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
Jules Blok
94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok
9596ec8971 GeometryShaderGen: Pass-through clipping distance. 2016-08-15 13:11:27 +02:00
Jules Blok
a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok
4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok
b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
Jules Blok
159247f4ad VertexShaderGen: Clamp to the console depth range.
This fixes the Mii Channel among others.
2016-08-15 13:11:24 +02:00
Jules Blok
92aa7669b5 VertexShaderManager: Use a more accurate depth range.
This fixes the gxtest_depth hwtest.
2016-08-15 13:11:24 +02:00
Jules Blok
c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
Léo Lam
c1184957a5 Run clang-format on missed files
`clang-format`s files that lint missed because of the bug. Fortunately,
not much.
2016-08-11 21:14:39 +02:00
JosJuice
3443a10030 CoreTiming: Merge ScheduleEvent variants into one function
Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
2016-08-11 12:45:57 +02:00
Léo Lam
dca22e08eb Use Common::Flag and Common::Event when possible
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.

This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
2016-08-10 16:08:15 +02:00
degasus
82bdc4ef86 PixelEngine: Delay token updates by events.
To still get a speedup, mark if already an event is queued.
If so, don't raise a new event.
2016-08-10 13:24:57 +02:00
degasus
a051db9792 PixelEngine: Cleanup PE Token.
This also affects the behavior a bit, it should now fit better to the one of the commonly more used PE Finish flag.
2016-08-10 10:07:53 +02:00
degasus
367e1b4d4c PixelEngine: Drop write-only variables. 2016-08-10 10:07:53 +02:00
Lioncash
e01c143379 Common: namespace MemoryUtil 2016-08-07 13:03:07 -04:00
Chris Burgener
222c4ba077 Remove Global Declarations from Movie 2016-08-04 15:24:44 -04:00
Lioncash
8b5e94a102 FifoPlayer: const correctness 2016-08-01 18:33:46 -04:00
Markus Wick
e281273cd7 Merge pull request #4047 from lioncash/enum-fwd
VideoCommon: Make API_TYPE an enum class
2016-07-31 10:38:42 +02:00
Lioncash
14e0b48ae4 VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
Pierre Bourdon
d7de39ebbe Merge pull request #3588 from Aestek/feature/improve-netplay-dialog
Improve netplay UX
2016-07-26 02:12:22 +02:00
Pierre Bourdon
c6924b4d03 Merge pull request #4036 from RisingFog/rtc_osd
Display RTC on OSD
2016-07-25 15:36:03 +02:00
Aestek
6a0fc4c438 Improve netplay setup dialog UX
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
	* Simply log message to netplay window
	* Remove them when they are useless
* Show some netplay message in OSD
	* Chat messages
	* Pad buffer changes
	* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD

Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter

Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
Chris Burgener
0ef1ee7a83 Display RTC on OSD 2016-07-22 09:58:34 -04:00
Chris Burgener
37a0c9c404 Check for zero height when splitting video dump 2016-07-21 11:28:10 -04:00
EmptyChaos
5adb29b6cb Fifo: Call AllowSleep instead of Wakeup when pausing.
BlockingLoop was being woken when the emulator was being paused
which would cause the loop to busy spin. Issue 9692.
2016-07-19 15:20:17 +10:00
Anthony J. Bentley
de6babb928 Add an OpenBSD driver identifier. 2016-07-17 04:13:06 -06:00
comex
42660292f6 Use newer ffmpeg APIs to avoid deprecation warnings. 2016-07-10 21:36:18 -04:00
Pierre Bourdon
7ee6d08213 Merge pull request #3961 from phire/less_virtual_xfb_lag
XFB: Send image to screen at start of field (Reduce VirtualXFB latency)
2016-07-10 03:01:26 +02:00
Chris Burgener
d00c013339 Remove VI count limit on Movie playback 2016-07-09 20:35:01 -04:00
Scott Mansell
35566316ed XFB: Send image to screen at start of field.
This is much more accurate to the hardware, and saves around 16ms
of latency.
2016-06-28 15:12:43 +12:00
Chris Burgener
28a3691e70 Merge pull request #3930 from RisingFog/split_video_dump_resolution
Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Léo Lam
d9fc1e01b4 LightingShaderGen: Fix formatting 2016-06-26 16:35:44 +02:00
Markus Wick
6b01eca3a0 Merge pull request #3950 from phire/fix-warnings
VideoCommon: Fix some warnings.
2016-06-26 13:37:15 +02:00
Scott Mansell
d958388617 VideoCommon: Fix some warnings. 2016-06-26 23:10:31 +12:00
degasus
d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus
5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
degasus
7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Scott Mansell
b16333a25c Merge pull request #3716 from degasus/coretiming
CoreTiming: Drop ProcessFifoWaitEvents.
2016-06-26 22:13:05 +12:00
degasus
4c5f8f9c91 CoreTiming: Drop ProcessFifoWaitEvents.
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Scott Mansell
2f134c5c36 Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell
ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
Scott Mansell
95469ec225 Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell
24e5d21780 Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell
1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell
28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
Scott Mansell
fa02f47729 Multithreadded Shadergen: First pass over geometery Shadergen. 2016-06-26 16:13:20 +12:00
Scott Mansell
4969415f38 Remove global refrences from common code.
Bug Fix: Previously vertex shaders and geometery shaders didn't track
         antialaising state in their UIDs, which could cause AA bugs
	 on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell
0d996f512b Multithreadded Shadergen: First pass over pixel Shadergen
Bug Fix: It was theoretically possible for a shader with depth writes
         disabled to map to the same UID as a shader with late depth
	 writes.
	 No known test cases trigger this.
2016-06-26 16:13:20 +12:00
Scott Mansell
e99364c7c9 UID Change: Fix bug with indirect stage UIDs
Bug Fix: The normal stage UIDs were randomly overwriting indirect
         stage texture map UID fields. It was possible for multiple
	 shaders with diffrent indirect texture targets to map to
	 the same UID.
         Once again, it dpesn't look like this bug was ever triggered.
2016-06-26 16:13:19 +12:00
Scott Mansell
03f2c9648d Shader UID change: Only store the two bits of components we need.
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.

It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
2016-06-26 16:13:19 +12:00
Scott Mansell
53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
degasus
59e4882af3 nullvideo: initial release of null video backend 2016-06-25 22:40:23 +02:00
Chris Burgener
88dbaf1fa5 Split Video Dumps on Resolution Change 2016-06-25 11:39:41 -04:00
Pierre Bourdon
5fcb4bb3ab Further fixes to the formatting change. WX sucks. 2016-06-24 12:16:10 +02:00