Commit Graph

1612 Commits

Author SHA1 Message Date
Stenzek
7c5bbafdd1 Vulkan: Don't save/load pipeline UID cache when shader cache is disabled 2017-07-20 17:46:59 +10:00
Stenzek
b380f292b4 Vulkan: Reload pipeline cache when relevant host config changes 2017-07-20 17:46:59 +10:00
Stenzek
a8343cc19a Vulkan: Don't save pipeline cache if shader cache is disabled
We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it.
2017-07-20 17:46:59 +10:00
Stenzek
d9a3b29a07 Vulkan: Emit input/output locations for EFB poke geometry shader 2017-07-20 17:46:59 +10:00
Stenzek
228ddb8aba D3D11: Reload shader cache when relevant config changes 2017-07-20 17:46:59 +10:00
Stenzek
62a901508b OGL: Reload shader cache when relevant video config changes 2017-07-20 17:46:59 +10:00
Jules Blok
3fc9a48da0 D3DBase: Use the swapchain discard mode when possible. 2017-07-10 14:25:28 +02:00
Jules Blok
65495a1297 D3D: Resize the swapchain when the fullscreen state is changed 2017-07-10 14:24:11 +02:00
Jules Blok
07c5dcd739 D3DBase: Set the fullscreen state in Create() 2017-07-10 14:03:04 +02:00
Jules Blok
0f13c61daa D3DBase: Only create a stereo swapchain when needed. 2017-07-10 01:24:43 +02:00
Jules Blok
77a318789a D3DBase: Implement Windows 7 swapchain fallback. 2017-07-10 01:02:29 +02:00
Jules Blok
938939136e D3DBase: Only use temporary mono when supported by the swapchain. 2017-07-10 01:02:05 +02:00
Jules Blok
b485329353 D3DBase: Set the monoscopic flag when we don't use stereoscopy. 2017-07-05 22:43:39 +02:00
Jules Blok
1f2d43c870 Vulkan: Implement Quad-Buffered stereoscopy support. 2017-07-05 22:43:39 +02:00
Jules Blok
f3508742ac OGL: Support Quad-Buffered stereoscopy. 2017-07-05 22:43:39 +02:00
Jules Blok
2ab068d3f2 D3DBase: Always create a stereo swapchain. 2017-07-05 22:43:39 +02:00
Jules Blok
179602e921 D3D: Add quad-buffer stereoscopy support. 2017-07-05 22:43:39 +02:00
Jules Blok
6863abb31d D3DBase: Switch to a flip-model swap chain. 2017-07-05 22:43:39 +02:00
Jules Blok
c399e2bc40 D3DBase: Upgrade to DXGI 1.2.
This effectively drops for Vista and Windows 7 without the Platform Update in this backend.
2017-07-05 22:43:39 +02:00
Jules Blok
4a7b96c93a FramebufferManager: Fix EFB layers being attached to the wrong FBO.
Fixes typo in commit 56fe938366.
2017-06-27 23:42:42 +02:00
Lioncash
07cddf6f7f AbstractTexture: Add missing includes (and remove unnecessary ones) 2017-06-18 23:29:22 -04:00
shuffle2
e63c337830 Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
2017-06-18 12:57:05 -07:00
Leo Lam
bc9c9b9fe4 Merge pull request #5594 from MerryMage/phack
Cleanup Projection Hack
2017-06-16 18:36:39 +02:00
Florent Castelli
0b504fa046 d3d: Add missing include 2017-06-16 05:52:01 +02:00
Leo Lam
8f460a1cda Merge pull request #5611 from JosJuice/reorganize-file-namespace
Reorganize File namespace
2017-06-15 23:28:36 +02:00
JosJuice
cf94ce6305 Add a namespace to OpenFStream
For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
JosJuice
f09ceaa735 Move IOFile to a separate file
Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
MerryMage
f8a99ca192 VertexShaderManager: Rename projection hack variables 2017-06-15 16:38:10 +01:00
iwubcode
e4896d39bd Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat 2017-06-13 00:41:56 -05:00
iwubcode
2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
Stenzek
8a56ef42dc Vulkan: Fix image layout assertion failing for palette textures 2017-06-13 14:47:09 +10:00
shuffle2
2b86cf02a8 Merge pull request #5589 from stenzek/vulkan-validation-fixes
Vulkan: Don't transition image layouts inside render passes
2017-06-11 16:59:02 -07:00
MerryMage
a0b41c83e7 VideoConfig: Remove bRunning
Value was set but not used.
2017-06-11 15:06:12 +01:00
Stenzek
ca55ba6c1d Vulkan: Transition texture cache entries before usage 2017-06-10 23:52:39 +10:00
Stenzek
8bb6abacf8 Vulkan: Transition EFB/XFB buffers before beginning swap render pass
Image layouts shouldn't be changed within a render pass.
2017-06-10 23:52:32 +10:00
Shawn Hoffman
5480efdff2 video: change multisample/AA setting to u32 2017-06-07 20:20:25 -07:00
Shawn Hoffman
ab4a785f1b d3d: silence variable shadowing warning 2017-06-07 20:09:43 -07:00
Shawn Hoffman
e1a3e41bf3 fix various instances of -1 being assigned to unsigned types 2017-06-07 19:52:07 -07:00
shuffle2
c8166951a0 Merge pull request #5418 from MerryMage/config-again-and-again
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
Shawn Hoffman
7431dd3dce msbuild: make Externals inclusion methods uniform 2017-06-03 18:20:41 -07:00
Shawn Hoffman
a3caa14ade remove duplicate code in msbuild files 2017-06-03 18:20:40 -07:00
Shawn Hoffman
397720a9fe might as well update yet some more pointless version numbers.. 2017-06-03 18:20:40 -07:00
MerryMage
f5f45855f0 GameConfigLoader: Add GFX Game INI translations 2017-06-03 18:13:02 +01:00
iwubcode
1b685bcde9 Fix for loop in D3D Renderer ApplyState function 2017-05-29 23:32:32 -05:00
Leo Lam
c76335eaf1 Merge pull request #5484 from BhaaLseN/permissive
Windows: Enable MSVC Standards Conformance (/permissive-)
2017-05-29 22:29:44 +02:00
Lioncash
d6b6b070bc D3D/Render: Get rid of undefined behavior in Create3DVisionTexture
pSysMem is of the type const void* -- because of this, it makes the
original delete[] call undefined behavior, as deleting a void pointer is
undefined behavior.

Also punning types into existence, like what was done for the stereo
image header is undefined behavior as well. The proper way to do this is
to either manually add all individual bytes manually, or memcpy the
struct into memory.

As we want to deallocate the memory before returning, and because
pSysMem is a const void*, we keep a unique_ptr to the data and just pass
pSysMem a raw pointer to the data.
2017-05-28 23:28:00 -04:00
Lioncash
278e406f0b D3D/Render: Use std::array where applicable 2017-05-28 23:28:00 -04:00
Lioncash
0c3958bbe5 D3D/Render: Join variable with declaration 2017-05-28 23:27:59 -04:00
Lioncash
3ee447e5f7 D3D/Render: Get rid of unnecessary casts 2017-05-28 23:27:59 -04:00
Lioncash
ba5b215c42 D3D/Render: Mark translation unit local variables as static 2017-05-28 23:27:59 -04:00
BhaaL
072c161445 upgrade to Windows SDK 10.0.15063.0
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Michael Maltese
e041602416 CMake: remove references to D3D12
It's gone!
2017-05-26 01:16:04 -07:00
Pierre Bourdon
d592bdd4d4 Migrate to Visual Studio 2017.
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
Helios747
a465c483f3 Remove D3D12 2017-05-18 17:01:12 -07:00
lcsondes
94be591606 VS2017 build fix after upgrading project 2017-05-13 20:34:27 +01:00
degasus
afb0beb9ab OpenGL: Mute nvidia performance warning about stalling the GPU.
They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
Stenzek
cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek
c53a60f3c3 Vulkan: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek
3f18c5e0f1 D3D12: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek
2d75c2ab10 D3D11: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek
f5d95dcc86 OGL: Use native compressed textures on supported drivers 2017-04-29 00:44:34 +10:00
Stenzek
f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
Stenzek
bc8a96d713 HiresTextures: Support parsing DDS files directly
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek
27ae5b8d34 VideoConfigDiag: Move post-processing shader list to post processor
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Stenzek
417a4ca206 Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
Stenzek
a10e8b1ef5 VideoCommon: Move the blit methods to the backend class
The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
Stenzek
d1dc9d5a0c Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
Stenzek
16a947a88b Merge pull request #5270 from stenzek/vulkan-aa
Vulkan: MSAA and frame dumping fixes
2017-04-18 21:58:14 +10:00
Stenzek
fd896bd9e0 OGL: Drop BlendingState.dither
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
Stenzek
ddc5275071 VideoCommon: Drop SetDitherMode()
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek
9dc7358395 Vulkan: Use BlendingState from VideoCommon
Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
Stenzek
34ad5b457d VideoCommon: Add usedualsrc field to BlendingState
This is because we re-use BlendingState for our internal drawing (e.g.
RasterFont) and for these shaders, we can't assume the presence of a
second color output.
2017-04-18 21:33:40 +10:00
Stenzek
e370f6a82a OGL: Use struct for post-processing shader options
This removes the need for token pasting, which isn't supported in GLSL
ES. Shouldn't cause any issues unless people are using reserved keywords
as option names.
2017-04-16 14:00:02 +10:00
Stenzek
3fd1e6c2f6 Vulkan: Ensure all frames are written before resizing framedump buffer
Prevents destroying a framebuffer that may still be in use by a previous
frame dump.
2017-04-15 20:00:40 +10:00
Stenzek
48da42b49f Vulkan: Ensure framedump texture is incorrect layout for render/readback 2017-04-15 19:57:25 +10:00
Stenzek
69b0a31938 Vulkan: Clamp framebuffer resolve rectangle to texture size
This is invalid and was causing the NVIDIA driver to throw an error.
2017-04-15 19:55:32 +10:00
Stenzek
eef7b6cf7a Vulkan: Fix invalid resolve at swap time when MSAA is enabled 2017-04-15 18:35:58 +10:00
Stenzek
c8b98dca1a Vulkan: Raise the number of texel buffer/storage image descriptors
Running with GPU texture decoding enabled could cause us to run out of
descriptors within a single frame.
2017-04-14 18:29:53 +10:00
Stenzek
f4bdfe3e0c Vulkan: Fix incorrect render pass area for out-of-range clears
This occured when a game set an out-of-range EFB clear region.
2017-04-14 18:29:48 +10:00
Stenzek
5e7bd03d0b Vulkan: Linear filter >1xIR EFB copies, matching the other backends 2017-04-12 00:11:22 +10:00
Stenzek
e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Markus Wick
4e90c5da8b Merge pull request #5234 from lioncash/tuple
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
Anthony
c6b553b6d2 Merge pull request #5220 from stenzek/small-nonsquare-mips
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-09 13:45:38 -07:00
Lioncash
c7ab6861c2 RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters 2017-04-09 15:11:59 -04:00
Stenzek
2492f196a7 TextureCache: Fix incomplete GPU texture decoding of non-square mips 2017-04-07 23:03:14 +10:00
Lioncash
f7a2f6ad01 FileSearch: Namespace functions under the Common namespace 2017-04-07 01:02:14 -04:00
Stenzek
97dc773a3e D3D: Drop redundant interface TextureEncoder 2017-04-04 22:57:23 +10:00
Stenzek
739aced97c Vulkan: Implement compute-shader based GPU texture decoding 2017-04-01 12:32:57 +10:00
Stenzek
5fbc63fbcf Vulkan: Compute shader support 2017-04-01 12:32:57 +10:00
Stenzek
02f887ede0 OGL: Add GPUTimer class for measuring execution time of a draw/dispatch 2017-04-01 12:32:57 +10:00
Stenzek
b01bcb80f4 OGL: Implement GPU texture decoding backend 2017-04-01 12:32:56 +10:00
Stenzek
82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek
abc662d69c OGL: Support compute shaders and emitting GLSL 4.3
This also changes bSupportsEarlyFragmentTests to
bSupportsImageLoadStore, as it is used for both.
2017-04-01 12:31:41 +10:00
Stenzek
b987f220e1 VideoBackends: Add support flag for compute shaders 2017-04-01 12:31:41 +10:00
Stenzek
a8876a29fe OGL: Use ARB_texture_storage to allocate TextureCache entries
This ensures that they are complete textures by decoding time, as when
using compute shaders we write directly to the destination texture.
2017-04-01 12:31:41 +10:00
Stenzek
f8059eae43 OGL: Fix render-target texture mipmap allocation
The loop was allocating one-too-many levels, as well as incorrect sizes
for each level. Probably not an issue as mipmapped render targets aren't
used, but the logic should be correct anyway.
2017-04-01 12:31:40 +10:00
Stenzek
5326a18fdf OGL: Fix MSAA being forced to 1x
This was a regression from the remove-everything-static-from-renderer
PR. As the comment indicates, it would be nice to move all of this logic
out of the Renderer constructor, but this is a much larger change.
2017-03-31 21:55:26 +10:00
Vincent Duvert
bbb5945375 OGL: Fix texture_type checks in CreateTexture
The FrameBufferManager::CreateTexture (from the OpenGL backend) method introduced by commit 69cedf41 incorrectly compares the texture variable (which contains a name provided by glGenTextures) against GL_TEXTURE_2D_MULTISAMPLE_ARRAY and GL_TEXTURE_2D_MULTISAMPLE.
It should instead use the texture_type variable for this (as done in the first branch of the if).
2017-03-17 23:53:56 +01:00
Michael Maltese
134317e07f videoconfig: add BBoxPreferStencilImplementation
@JMC47 requested this to be able to do performance comparisons.
2017-03-15 17:41:33 -07:00
Michael Maltese
53224d41d0 OGL: only create stencil buffer when needed 2017-03-15 17:41:33 -07:00