Commit Graph

26903 Commits

Author SHA1 Message Date
Stenzek
93865b327f ShaderCache: Implement compile priority
Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
2018-03-17 01:53:11 +10:00
Anthony
d3dd85dbd7
Merge pull request #6440 from spycrab/remove_skip_dcbz
Properties/GameConfig: Remove "Skip DCBZ"
2018-03-15 12:40:11 -07:00
spycrab
a2d6bab0d2 Properties/GameConfig: Remove "Skip DCBZ" 2018-03-15 20:33:01 +01:00
Anthony
1c3cc26d19
Merge pull request #6386 from spycrab/qt_dbg_code
Qt/Debugger: Implement "Code" widget
2018-03-15 11:35:26 -07:00
Markus Wick
19d97f3fd9
Merge pull request #6430 from stenzek/uid-cache-fixes
ShaderCache: Fix several issues in background shader compiling
2018-03-14 17:08:36 +01:00
Stenzek
517a977444 ShaderCache: Fix several issues in background shader compiling
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
2018-03-15 01:50:47 +10:00
Stenzek
b3f948891a
Merge pull request #6437 from stenzek/gl-element-buffer-binding
OGL: Ensure VAO is active before unmapping buffers
2018-03-15 00:47:50 +10:00
Stenzek
dc9012ae08 OGL: Ensure VAO is active before unmapping buffers
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
2018-03-15 00:32:39 +10:00
Léo Lam
6813c5e1e9
Merge pull request #6434 from lioncash/x86-dsp
DSPCore: Move x64 JIT source files into an x64 subdirectory
2018-03-14 10:54:46 +01:00
Markus Wick
b6ef0691e7
Merge pull request #6435 from stenzek/mali-primitive-restart
DriverDetails: Disable primitive restart on Vulkan with Mali driver
2018-03-14 09:43:36 +01:00
Lioncash
9f2a46b08d DSPCore: Use nested namespace specifiers for the x64 JIT
Slims down the amount of lines needed for namespacing.
2018-03-13 18:57:25 -04:00
Lioncash
b3fd79b45a DSPCore: Rename namespace to match moved x64 JIT files
Maintains consistency between location and code
2018-03-13 18:48:16 -04:00
Lioncash
ab5b90bf15 DSPCore: Move x64 JIT source files into an x64 subdirectory
While the code is namespaced out properly, the files weren't separated
into their own directory. This moves the files so that introducing a general
interface is easier in the future for supporting other architectures.
2018-03-13 18:26:26 -04:00
Stenzek
51e4014a35 DriverDetails: Disable primitive restart on Vulkan with Mali driver 2018-03-14 02:56:24 +10:00
Stenzek
db810956ec Vulkan: Provide a more accurate method of detecting drivers/vendors
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Markus Wick
f7ff634e4f
Merge pull request #6432 from degasus/OGL-OSD-update
OGL: Scale OSD text on big screens.
2018-03-13 16:37:58 +01:00
Pierre Bourdon
8a2cc14656
Merge pull request #6433 from hrydgard/optimize-uninitialize-xfb-memory
SSE-optimize UninitializeXFBMemory
2018-03-13 12:42:24 +01:00
Henrik Rydgård
6cbb716f60 SSE-optimize UninitializeXFBMemory
Lowest hanging fruit I could find with a profiler.

Not sure this stuff actually needs to be done, but assuming it is, why
not do it quickly? 10x faster, goes from 1% CPU to 0.09%.
2018-03-13 11:55:28 +01:00
degasus
a5c0739fab OGL: Scale OSD text on big screens. 2018-03-12 20:38:06 +01:00
degasus
d4449971c9 OGL: Warn if buffer_storage isn't available.
Yes, this commit is only to blame OSX and Mali. Through the former supports unsynchronized mappings, the latter supports *no* way to stream dynamic data at all. Let's try to make bad news, as they ignore friendly feature requests. Maybe we just need to make more noise...
2018-03-12 20:38:00 +01:00
Léo Lam
90ca62e416
Merge pull request #6428 from JosJuice/qt-zh-order
Qt2 translation: Don't place "zh_CN" and "zh_TW" after "zh"
2018-03-12 18:44:41 +01:00
JosJuice
4b85f7fe79 Qt2 translation: Don't place "zh_CN" and "zh_TW" after "zh"
The least specific language code should be tried last.
2018-03-11 22:27:17 +01:00
Pierre Bourdon
d3ef7f0bd5
Merge pull request #6431 from stenzek/uid-cache-version
ShaderCache: Decouple shader UID cache from git commit
2018-03-11 08:38:58 +01:00
Stenzek
427aa188d4 ShaderCache: Use a version number for pipeline UID caches 2018-03-11 14:48:09 +10:00
Léo Lam
63d5e57337
Merge pull request #6419 from Ebola16/Fix_OpenAL
Change FATAL_ERROR to STATUS message for OpenAL not found in externals
2018-03-10 13:35:30 +01:00
Pierre Bourdon
d72947d638
Merge pull request #6427 from JosJuice/thousandseparate-encoding
StringUtil: Fix Windows encoding in ThousandSeparate
2018-03-10 13:16:00 +01:00
JosJuice
34be8488a5 StringUtil: Fix Windows encoding in ThousandSeparate
Some locales use non-breaking spaces as separators, so getting the
encoding right is important. If DolphinWX gets a string that isn't
valid UTF-8, it flat out won't display the string.
2018-03-10 12:13:30 +01:00
Pierre Bourdon
a4ef133456
Merge pull request #6399 from stenzek/videocommon-shader-cache
VideoCommon Shader (Pipeline) Cache
2018-03-10 08:22:28 +01:00
Stenzek
93ab50c555 OGL: Move primitive restart enable logic to GLUtil 2018-03-10 16:11:20 +10:00
Stenzek
51a586d11a GLUtil: Encapsulate functions in a namespace 2018-03-10 16:11:19 +10:00
Stenzek
e31cc1f679 ShaderCache: Implement background shader compilation
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
2018-03-10 16:11:19 +10:00
Stenzek
9fa24700b6 VideoConfig: Collapse ubershader configuration fields to a single value 2018-03-10 15:56:45 +10:00
Stenzek
590307b94c ShaderCache: Use memcmp for comparing pipeline UIDs
As these are stored in a map, operator< will become a hot function when
doing lookups, which happen every frame. std::tie generated a rather
large function here with quite a few branches.
2018-03-10 15:56:42 +10:00
Stenzek
41296db083 Renderer: Remove now-redundant Set{Rasterization,Depth,Blending}State 2018-03-10 15:56:40 +10:00
Stenzek
fc1fe0672b OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
2018-03-10 15:56:37 +10:00
Stenzek
f9c829c7f7 OGL: Re-implement async shader compiling 2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8 Move shader caches to VideoCommon 2018-03-10 15:56:30 +10:00
Stenzek
24df896eb8 VKShader: Fix incorrect loading of binary shaders 2018-03-10 15:56:27 +10:00
Stenzek
1ddc4c5568 D3D: Make NativeVertexFormat thread safe 2018-03-10 15:56:24 +10:00
Stenzek
40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek
bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek
5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek
a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek
00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +10:00
Léo Lam
63838c013b
Merge pull request #6281 from JosJuice/unify-gamelist-code
Unify ISOFile (wx) with GameFile (Qt) and put it in UICommon
2018-03-09 20:39:02 +01:00
Léo Lam
ef975b8c56
Merge pull request #6377 from sepalani/memcheck
DolphinWX: Propagate IDM_UPDATE_BREAKPOINTS to CodeWindow
2018-03-09 20:35:54 +01:00
Léo Lam
98338ebc74
Merge pull request #6426 from JosJuice/filemonitor-store-offset
FileMonitor: Store last file offset instead of path
2018-03-09 19:43:40 +01:00
Ryan Meredith
b7276483da Change FATAL_ERROR to STATUS message for OpenAL not found in externals 2018-03-09 12:29:23 -05:00
JosJuice
0e2690f40b FileMonitor: Store last file offset instead of path
This saves us from having to call GetPath when the same file is being
read over and over. (GetPath is more expensive than GetOffset due to
it iterating through parts of the file system and creating strings.)
2018-03-09 15:18:32 +01:00
JosJuice
1f1dae367d Unify ISOFile (wx) with GameFile (Qt) and put it in UICommon
The original reason I wanted to do this was so that we can replace
the Android-specific code with this in the future, but of course,
just deduplicating between DolphinWX and DolphinQt2 is nice too.

Fixes:

- DolphinQt2 showing the wrong size for split WBFS disc images.

- DolphinQt2 being case sensitive when checking if a file is a DOL/ELF.

- DolphinQt2 not detecting when a Wii banner has become available
after the game list cache was created.

Removes:

- DolphinWX's ability to load PNGs as custom banners. But it was
already rather broken (see https://bugs.dolphin-emu.org/issues/10365
and https://bugs.dolphin-emu.org/issues/10366). The reason I removed
this was because PNG decoding relied on wx code and we don't have any
good non-wx/Qt code for loading PNG files right now (let's not use
SOIL), but we should be able to use libpng directly to implement PNG
loading in the future.

- DolphinQt2's ability to ignore a cached game if the last modified
time differs. We currently don't have a non-wx/Qt way to get the time.
2018-03-09 13:08:38 +01:00