Commit Graph

105 Commits

Author SHA1 Message Date
cd502990fa OGL: Uber shader support 2017-07-30 17:43:59 +10:00
3ea9d86faa ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
d01b0bf60f VideoCommon: Move shader cache filename generation to common 2017-07-20 17:46:59 +10:00
62a901508b OGL: Reload shader cache when relevant video config changes 2017-07-20 17:46:59 +10:00
e63c337830 Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
2017-06-18 12:57:05 -07:00
cf94ce6305 Add a namespace to OpenFStream
For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
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
2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
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
de940a5fd6 VideoConfig: add bSupportsFragmentStoresAndAtomics 2017-03-15 17:20:47 -07:00
ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
21967b1f6e VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
468f623d27 ShaderGenCommon: Remove unnecessary includes 2017-02-01 12:19:55 -05:00
273ace7bb7 LightingShaderGen: Remove unnecessary includes 2017-02-01 01:06:00 -05:00
41b0c74e30 VideoCommon: Make dst_alpha state implicit. 2017-01-04 20:02:31 +01:00
31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
72e3f1ecec Remove unnecessary ConfigManager includes
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.

However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).

(I've also had to get rid of some indirect includes.)
2016-11-27 22:38:38 +01:00
1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
829fc8f0ad PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
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
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
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
8ce3a4aa70 ShaderGeneration: Get rid of static buffers 2015-12-26 17:01:54 -05:00
d20ba76ab3 StreamBuffer: Make factory function return a std::unique_ptr 2015-12-21 10:21:38 -05:00
d27dcdba48 We shouldn't be trying to enable the SSBO extension in ES. 2015-11-23 14:47:43 -06:00
05b06b7a21 Merge pull request #3227 from Tilka/sizeof
OGL: don't hardcode buffer sizes
2015-11-04 14:35:23 +13:00
39313152ba OGL: use StringFromFormat where appropriate 2015-11-04 01:56:02 +01:00
e161e714c7 Merge pull request #3226 from Tilka/shadergen
VideoCommon: return code/uid from shader gens
2015-11-04 13:42:49 +13:00
bc38892db7 DriverDetails: remove BUG_BROKENINFOLOG leftovers
It was removed in 9618738278.
2015-11-03 18:50:44 +01:00
71d1eb3c31 VideoCommon: return code/uid from shader gens
rather than passing in non-const references
2015-11-03 14:40:23 +01:00
983978ee66 VideoCommon: flush vertex manager if components change 2015-11-01 22:39:31 +01:00
7066689131 ShaderCaches: remove unneeded typedefs 2015-10-29 14:43:05 +01:00
f9512ece77 OGL/ProgramShaderCache: small cleanup
Drop an unused function and privatize the cash, er, I mean cache.
2015-10-29 13:51:25 +01:00
9ee610830c Make sure FORCE_EARLY_Z is defined for GLES 2015-10-18 02:37:14 +13:00
e7b2a22225 Support Conservative Depth as a fallback for EarlyZ
Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
645e4cbbee PixelShaderGen: Use arrays of texture samplers. 2015-10-12 05:06:39 +13:00
3b75f45cf6 Fix building with PCH disabled. 2015-09-28 11:51:08 -05:00
664beea538 OGL: reimplement SSAA based on ARB_gpu_shader5
So i965 shall support it again.
2015-09-07 22:21:11 +02:00
1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
9618738278 Remove all of our workarounds for Qualcomm devices we don't support anymore. 2015-09-04 23:45:35 -05:00
5fa4c8d930 Support EXT_blend_func_extended in GLES.
This lets us get dual source blending on GLES targets.
2015-09-04 20:25:59 -05:00
7a35f9285b [GLES] Support texture_buffer for palette texture conversion.
OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
      - Qualcomm's Adreno 4xx
      - IMGTec's PowerVR Rogue
2015-09-01 05:41:03 -05:00
447b1b09e3 Support OpenGL ES 3.2.
OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)

Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
2015-08-26 17:57:51 -05:00