d1cc539476
BPMemory: Correct spelling of MaxAniso
2021-12-18 15:21:48 -08:00
27cb704466
Eliminate VarType for ComponentFormat
2021-12-18 15:21:48 -08:00
1a964891f8
VertexLoader_Color: Use Common::swap24
2021-12-18 15:21:48 -08:00
95e0f833f9
Fifo analyzer: Display equations for color/alpha combiners
2021-12-18 15:21:48 -08:00
0afe318b55
OpcodeDecoding: Make s_is_fifo_error_seen static
2021-12-18 15:21:48 -08:00
d039b1bc0d
VideoCommon: Move VertexLoaderManager logic out of CPState
2021-12-18 15:21:48 -08:00
d84d695fdf
Remove DataReader from LoadXFReg
2021-12-18 15:21:48 -08:00
b5fd35f951
Refactor OpcodeDecoding and FIFO analyzer to use callbacks
2021-12-18 15:21:36 -08:00
1914087998
Create and use CPArray enum class
2021-12-18 12:51:56 -08:00
3aaeb2b9ef
Convert OpcodeDecoder::Opcode and OpcodeDecoder::Primitive to enum class
2021-12-18 12:51:56 -08:00
205ab23d80
GeometryShaderGen: Convert to EnumMap
2021-12-18 12:51:55 -08:00
f53dc6564f
UberShaderPixel: Convert to EnumMap
2021-12-18 12:51:55 -08:00
380b333387
PixelShaderGen: Convert to EnumMap
2021-12-18 12:51:55 -08:00
2b1d1038a6
VertexLoader: Convert to EnumMap
2021-12-18 12:51:55 -08:00
327126d1e8
ShaderGenCommon: Add WriteSwitch
2021-12-18 12:51:55 -08:00
2025763420
Treewide: Adjust order of includes
2021-12-10 14:49:57 -08:00
74a979db09
UberShaderPixel: Add shader logic ops support on OpenGL ES
2021-12-06 22:36:40 -05:00
18b2f6953d
PixelShaderGen: Add shader logic ops support on OpenGL ES
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To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
2021-12-06 22:36:40 -05:00
a77ae14d94
UberShaderPixel: Add shader logic ops support on Metal
2021-12-06 22:36:40 -05:00
e0837cb847
PixelShaderGen: Add shader logic ops support on Metal
2021-12-06 22:36:40 -05:00
426c68b5a0
ShaderCache: Don't turn on logic ops approximation if framebuffer fetch is supported
2021-12-06 22:36:40 -05:00
c12b9b013b
PixelShaderGen: Add logic ops to pixel_shader_uid_data
2021-12-06 22:36:34 -05:00
0327bc2ab6
Merge pull request #10256 from malleoz/show-rerecord-count
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Renderbase: Show rerecord count
2021-12-03 14:42:10 +13:00
c12e4e8ee0
Merge pull request #10244 from phire/ban-timetravel
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Delay singlecore gpu interrupts; Fixes Bomberman Jetters in single core mode.
2021-12-02 07:21:41 -05:00
e4fed7cce8
Add Rerecord Count display
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Simply shows Movie::s_rerecords in the ImGui Movie window
2021-11-30 20:08:29 -05:00
04ec02c06b
ConstantManager: Add logic ops to PixelShaderConstants
2021-11-24 17:52:26 -05:00
f5c550e9cb
Delay singlecore gpu interrupts
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Fixes Bomberman Jetters in single core mode.
When single core mode pauses the CPU to execute the GPU
FIFO it greedily executes the whole thing. Before this commit,
Finish and Token interrupts would happen instantly, not even
taking into account how long the current FIFO window has
taken to execute. The interrupts would be effectively backdated
to the start of this execution window.
This commit does two things: It pipes the current FIFO window
execution time though to the interrupt scheduling and it enforces
a minimum delay of 500 cycles before an interrupt will be fired.
2021-11-25 11:11:01 +13:00
aa5cb35c86
Merge pull request #10143 from Pokechu22/png-compression-level
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Add option for setting the PNG zlib compression level
2021-11-23 16:40:34 +01:00
f43122cd8a
Trust MacOS not to crash during shader pre-compilation
2021-11-22 15:32:28 +01:00
613c4563c2
VideoCommon: Gate Multi-Threaded Shader Pre-Compilation behind a bug entry
2021-11-22 09:34:28 +01:00
61cfd8696e
Fix CPU Core Count detection and Enable Parallel Shader Compilation
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This does this following things:
- Default to the runtime automatic number of threads for pre-compiling shaders
- Adds a distinct automatic thread count computation for pre-compilation (which has less other things going on
and should scale better beyond 4 cores)
- Removes the unused logical_core_count field from the CPU detection
- Changes the semantics of num_cores from maximaum addressable number of cores to actually available CPU cores
(which is also how it was actually used)
- Updates the computation of the HTT flag now that AMD no longer lies about it for its Zen processors
- Background shader compilation is *not* enabled by default
2021-11-20 16:08:10 +01:00
dbaebdc585
Merge pull request #10222 from phire/fix-copy-filter-clamping
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Fix copy filter clamping
2021-11-18 17:48:33 -05:00
94ccf765af
Add option for setting the PNG zlib compression level
2021-11-18 13:10:22 -08:00
1adff1c467
VideoCommon: Skip textureQueryLevels if it doesn't exist
2021-11-17 21:28:39 -08:00
bdcfb31187
VideoCommon: Handle custom texture sizes correctly
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Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke. That can happen with custom textures, and also with scaled EFB copies at non-native IRs. It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly). The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
93eea7cb13
VideoCommon: Add option to use old behavior (Fast Texture Sampling)
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Co-authored-by: JosJuice <josjuice@gmail.com >
2021-11-17 21:27:32 -08:00
ee80298ca4
VideoCommon: Implement diagonal LOD
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Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`. However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
51e3334526
VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible
2021-11-17 20:04:34 -08:00
ddf2691395
VideoCommon: Manually handle texture wrapping and sampling
2021-11-17 20:04:34 -08:00
4a9b26de86
VideoCommon: Expose SamplerState to shaders
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
9ef228503a
VideoCommon: Provide raw texdims to shaders
2021-11-17 20:04:34 -08:00
a273b65566
RenderState: Use operator== for operator!= and adjust constructors
2021-11-17 20:04:34 -08:00
6236a0d494
Eliminate SamplerCommon
2021-11-17 20:04:34 -08:00
3096f77ba0
Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
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This was added in 0b9a72a62d
but became irrelevant in 70f9fc4e75
as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
d2041b4c2a
VideoCommon: Add signed version of BitfieldExtract
2021-11-17 20:04:33 -08:00
555a93057c
VideoCommon: Allow BitfieldExtract in specialized shaders
2021-11-17 20:04:33 -08:00
7128befb39
Fix copy filter clamping regression in Spyro
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This fixes horizontal lines in the bloom effect of Spyro: A Hero's Tail,
which is a regression caused by PR #10204
Screenshot of regression:
https://user-images.githubusercontent.com/138484/142030503-90fcd8d5-63d3-4820-874a-72e9be0c4768.png
Fixed:
https://user-images.githubusercontent.com/138484/142031598-b85ff55c-1302-4e4d-bcb2-57848974056b.png
Spyro uses an 640x80 pixel sub-buffer within the EFB to calculate
it's bloom effects, which it places below the main 640x448 buffer.
EFB layout:
https://user-images.githubusercontent.com/138484/142030573-e933b6ae-c37e-4be6-86d4-0bc779b92535.png
Note: Colors are wrong because the main color buffer uses RGBA6,
while the bloom is calculated in RGB8
This allows it to do bloom without backing up part of the EFB to
main memory, as most games do.
But, since some of the sub-buffers used in the bloom effect are taller
than 80 pixels, they need to be sliced up into smaller sub, sub buffers
which get combined later when copied to main memory.
At one point, a 320x224 buffer is broken up into 320x80, 320x64 and
320x80 slices. These are copied out with the copy filter set to a
vertical blur.
Because there was an off-by-one errror in the clamping coordinates,
the bottom line of the color buffer would be blurred into
the top of each slice.
Final combined EFB copy:
https://user-images.githubusercontent.com/138484/142031360-2c076839-7c96-4b3b-a093-d899d0a2c7ae.png
Fixed version:
https://user-images.githubusercontent.com/138484/142031370-72e41a35-3b3e-4662-a483-79203e357ecc.png
Before #10204 the copy filter wasn't enabled for efb copies, and most
other games don't do this type of slicing.
FIFO CI shows that a few other games are effected, it's always just a minor difference to the top line where there was previously a slight hint of garbage.
2021-11-17 06:12:46 +13:00
868de78f16
VideoCommon: Use the copy filter for EFB copies as well as XFB copies
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This fixes the pink screens in EA Sports Active. See https://gist.github.com/Pokechu22/49455f9094ed0ff017da64e3f7aa0404 for details.
2021-11-11 17:22:50 -08:00
6c72e6814d
Merge pull request #10169 from leoetlino/fmt-localtime
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Use fmt::localtime instead of thread-unsafe std::localtime
2021-11-07 00:08:14 -04:00
5a1333026b
VideoCommon: Add missing algorithm include for std::none_of
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Otherwise this is an error on gcc/libstdc++, and there are no transitive
includes for this header.
2021-11-02 13:50:21 +01:00