Commit Graph

744 Commits

Author SHA1 Message Date
ccfc081697 Merge pull request #4245 from aldelaro5/logs-levels-changes
Lots of Logs levels changes (also enable INFO level in every build)
2016-10-02 16:51:44 -04:00
f0aa9b3751 Reorganise a ton of logs level
Most of this commits changes performance decreasing logs from info to debug and also cleans up innacurate levels.
2016-10-01 15:50:28 -04:00
828aac7890 VideoBackends: Make TextureCache::CompileShaders return a bool 2016-10-01 01:09:12 +10:00
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
5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
09638e714e VideoCommon: Extend DriverDetails to support both OpenGL and Vulkan 2016-10-01 01:09:12 +10:00
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
9f541e490d OGL: Handle case where both constant alpha and logic op is enabled 2016-09-30 23:18:14 +10:00
cb759528e0 Merge pull request #3893 from hthh/perf-query-bug
Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
5b3c74a31a OGL: Remove unnecessary c_str calls 2016-09-09 06:30:34 -04:00
f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
ec7114a658 OGL: Remove unnecessary renderer global references 2016-08-31 14:19:56 -04:00
a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
f1964f90d6 Merge pull request #4129 from RisingFog/hahahahahahahahahaha
Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
da0204a85c Fix a really stupid GLSL version parsing bug 2016-08-19 08:53:27 -04:00
31c530c7b3 Merge pull request #3386 from lioncash/memory
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
e86d7cbc99 OGL: Workaround gl_ClipDistance bug on Mesa i965. 2016-08-18 01:08:39 +02:00
7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
6e2052fae6 OGL: Disable clip distance on when not in a game-like state. 2016-08-15 13:11:27 +02:00
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
4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
e01c143379 Common: namespace MemoryUtil 2016-08-07 13:03:07 -04:00
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
8be5717a60 Improve PerfQuery accuracy
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00
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
5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
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
ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
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
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
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
28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
d197f489b9 analytics: Report OpenGL's adapter name too. 2016-06-20 23:54:44 +12:00
0e5852f634 [OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE 2016-05-30 10:06:19 -05:00
14220ae488 Fix building with PCH disabled. 2016-05-26 13:05:21 -05:00
89e54fbd6c OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
bca0e06a95 OGL: Use coherent mapping on Qualcomm devices. 2016-05-11 23:55:28 +02:00
6219c39cf5 OGL: Drop QC ES3.1 workaround.
This was never tested well:

HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
6f3573dda8 D3D12: Implement XFB encoding/decoding (support Real XFB) 2016-05-08 23:18:51 +10:00
2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00