b32b27ae9a
MTLMain: Only compile NSView manipulation code on macOS
2022-07-23 17:22:04 -04:00
8ad7fa0313
MTLUtil: Return invalid for non-supported texture formats on non-macOS platforms
2022-07-23 13:53:31 -04:00
7edd3aff75
MTLUtil: Don't attempt to get all GPUs on non-macOS platforms
2022-07-23 13:53:22 -04:00
50d3ad58df
CMakeLists: Link videometal with Foundation
2022-07-23 13:53:15 -04:00
6559c6b8ee
VideoBackends:Multiple: Grammar fixes
2022-07-21 20:44:19 -05:00
a41345127f
VideoBackends:Metal: Remove unified memory config
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Not worth the extra code
2022-07-21 20:44:19 -05:00
5065767abd
VideoBackends:Metal: Avoid submitting draw calls with no vertices/indices
2022-07-21 20:44:19 -05:00
ee3f2b8fcb
VideoBackends:Metal: Implement PerfQuery
2022-07-21 20:44:19 -05:00
c48035908c
VideoBackends:Metal: Use unified memory path by default on all GPUs
2022-07-21 20:44:19 -05:00
6ee0248eab
VideoBackends:Metal: MSAA support
2022-07-21 20:44:19 -05:00
c0fd128171
VideoBackends:Metal: Use base vertex
2022-07-21 20:44:19 -05:00
5742ccf8de
VideoBackends:Metal: Cache pipelines
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Metal pipelines hold less stuff than Dolphin pipelines, so duplicates will appear
2022-07-21 20:44:19 -05:00
e32213d031
VideoBackends:Metal: Create samplers on demand
2022-07-21 20:44:19 -05:00
61705b05da
VideoBackends:Metal: FBFetch for Intel GPUs
2022-07-21 20:44:19 -05:00
a5ef9dfd53
VideoBackends:Metal: Use DriverDetails for bugs
2022-07-21 20:44:19 -05:00
716c0980d7
VideoBackends: Add Metal renderer
2022-07-21 20:44:19 -05:00
70b0b03c3c
Merge pull request #10747 from tellowkrinkle/LateUIDFixup
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Add a post-cache shader UID fixup pass
2022-07-17 00:43:16 -04:00
2f43889141
Software: Use hardware-verified numbers for RGB->YUV conversion
2022-07-16 00:07:10 -07:00
791bd16b28
Restructure parameters to TetxureConverterShaderGen/TextureConversionShader
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This will be used for later refactoring for increased accuracy.
2022-07-16 00:07:10 -07:00
6ab24e6c17
VideoCommon: Better driver bug handling
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
2022-07-13 21:51:24 -05:00
cce6133ef6
Merge pull request #10749 from tellowkrinkle/IntelUbershaders
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VideoCommon: Fix ubershaders on MoltenVK Intel
2022-07-10 19:35:55 -04:00
6e09b13ce3
Merge pull request #10829 from AdmiralCurtiss/spirv-cross-cmake-fix
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Fix CMake Windows build after #10673 (HLSL from SPIRV).
2022-07-10 09:08:24 +02:00
1c6a0073d2
ShaderCompiler: Use compute shader header in compute shaders
2022-07-09 19:01:58 -04:00
cdd3571491
D3DCommon: Add glslang include directories in CMake.
2022-07-10 00:59:32 +02:00
828afc6735
Merge pull request #10673 from iwubcode/spirv-backends
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D3D: Generate HLSL from SPIRV*
2022-07-08 15:29:58 -04:00
69e32dea52
Resolve GCC Warnings
2022-06-30 15:26:48 -05:00
dda1479ecf
VideoBackends / VideoCommon: refactor Vulkan to use new SPIRV functionality
2022-06-24 18:09:53 -05:00
0eb9352579
D3D: update BoundingBox to match generated shader code
2022-06-24 18:09:53 -05:00
5dd2704416
D3D / VideoCommon: generate HLSL from SPIRV
2022-06-24 18:09:53 -05:00
26529a31ab
VideoCommon: Fix SSBO layout and remove associated "bug"
2022-06-16 20:26:11 -05:00
db6e928c8d
VideoCommon: Fix Intel GPUs on Metal/Vulkan locking up in ubershaders
2022-06-14 00:48:47 -05:00
803a0de5a4
VKMain: Remove check for macOS 10.14
2022-06-01 22:57:56 -04:00
580c721c82
cmake: Don't use PCH with Qt6.
2022-05-22 01:19:44 +02:00
8df55b492c
Show a panic alert if the CP matrix indices don't match the XF matrix indices
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This almost certainly never happens, but if it does we want to know.
2022-05-18 14:43:14 -07:00
c0488de482
Merge pull request #10251 from Pokechu22/negative-scissor
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Rework scissor handling
2022-04-24 15:00:42 -04:00
8e7c848425
Merge pull request #10601 from Pokechu22/vulkan-shader-compile-error
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Vulkan: Improve shader compile error handling
2022-04-24 11:43:10 -07:00
c42392c565
Merge pull request #10290 from OatmealDome/m1-earlyz-bug
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DriverDetails: Add broken discard with early-Z bug on Apple Silicon GPUs
2022-04-24 13:30:04 -04:00
784079853d
VideoCommon: Add comment explaining why only the first normal gets normalized
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Co-authored-by: Scott Mansell <phiren@gmail.com >
2022-04-22 16:54:38 -07:00
2a5c77f43f
VideoCommon: Handle emboss texgen with only a single normal
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Fixes a large number of effects in Rogue Squadron 2 and 3.
2022-04-22 16:54:38 -07:00
04fdadd9d5
VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal
2022-04-22 16:54:36 -07:00
0f92ab380e
Vulkan: Include the info log in the shader compile error panic alert
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The other backends do this, and it is helpful for quickly identifying errors during development.
2022-04-22 16:38:35 -07:00
7ae71e643e
Vulkan: Close the output stream on shader compile error before showing the panic alert
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This fixes the file showing up as 0 bytes in Windows Explorer (although the file would still display properly when opened).
2022-04-22 16:37:43 -07:00
259a5fc7c0
DriverDetails: Add broken discard with early-Z bug on Apple Silicon GPUs
2022-04-20 14:56:34 -04:00
e7f5e5172c
DriverDetails: Introduce new VENDOR_APPLE for Apple GPUs
2022-04-19 10:55:27 -04:00
bad0283ff7
VKPipeline: Add shader blending support
2022-04-19 10:55:26 -04:00
4d1e1db3c5
Software: Fix scissor rectangle always being block-aligned
2022-04-16 12:35:00 -07:00
8745d84949
Software: Disable clipping based on xfmem
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This fixes https://bugs.dolphin-emu.org/issues/12562 , and is also needed for a hardware test of mine.
2022-04-16 12:35:00 -07:00
925ceab82f
Software: Use new scissor logic
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Unlike the hardware backends, the software renderer can use multiple scissor rectangles (though this will result in extra rasterization).
2022-04-16 12:34:58 -07:00
076392a0f6
VideoCommon: Rework scissor handling
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This increases accuracy, fixing the white rendering in Major Minor's Majestic March. However, the hardware backends can only have one viewport and scissor rectangle at a time, while sometimes multiple are needed to accurately emulate what is happening. If possible, this will need to be fixed later.
2022-04-16 10:26:11 -07:00
4595b89ad8
VideoCommon: Remove bSupportsOversizedViewports
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I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
2022-04-16 10:26:11 -07:00