Commit Graph

1823 Commits

Author SHA1 Message Date
Léo Lam
d1bb5249ec
Merge pull request #6801 from stenzek/copy-filter-typo
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
2018-05-11 10:36:47 +02:00
Lioncash
ba01f6dba3 CommonFuncs: Convert ROUND_UP_POW2 macro to a function
Also move it to MathUtils where it belongs with the rest of the
power-of-two functions. This gets rid of pollution of the current scope
of any translation unit with b<value> macros that aren't intended to be
used directly.
2018-05-10 19:42:20 -04:00
Stenzek
3493d738ca D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
2018-05-11 00:32:39 +10:00
Stenzek
501b35bbf2 OGL: Fix broken format changes in i965 driver 2018-05-08 00:11:27 +10:00
Markus Wick
e31c571f51
Merge pull request #6646 from spycrab/fbm_strings
OGL/FramebufferManager: Clean up inline GLSL code
2018-05-07 08:58:56 +02:00
Stenzek
286d594f32 OGL: Fix incorrect clamping in EFB copies 2018-05-05 17:45:54 +10:00
Stenzek
7a745e5b0d D3D: Drop gamma parameter from util draw helper
No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
spycrab
b4dc658b2e OGL/FramebufferManager: Clean up inline GLSL code 2018-05-01 15:03:59 +02:00
Stenzek
9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Scott Mansell
a192a3bb30 While I'm here, fix some chroma sub-sampling bugs.
RE4's brightness screen is actually very good for spotting these.

Bug 1: Colors at the end of the scanlines are clamped, instead of a black
       border
Bug 2: U and V color channels share coordinates, instead of being offset
       by a pixel.
2018-04-29 17:56:53 +10:00
Scott Mansell
fc96479f12 VideoSoftware: Implement xfb copy filter (Deflickering/Brightness) 2018-04-29 17:56:51 +10:00
Lioncash
d68f437e67 Common: Move BitSet helper functions into the Common namespace 2018-04-23 00:13:55 -04:00
Tillmann Karras
4cfd900c67 Fix some warnings 2018-04-17 14:10:05 +01:00
Lioncash
b0dc823472
Common/Logging/Log: Wrap GENERIC_LOG macro's body in do { } while (0)
Enforces the termination of GENERIC_LOGs with semicolons.
2018-04-16 12:11:32 -04:00
spycrab
40bb9974f2 Reformat all the things! 2018-04-12 21:28:39 +02:00
Markus Wick
c6d0d9a01f
Merge pull request #6578 from JosJuice/remove-projection-hacks
Remove support for projection hacks
2018-04-04 09:10:32 +02:00
Lioncash
b184923540
Vulkan/CMakeLists: Migrate off add_dolphin_library
Finishes the migration work started in 3a4c3bbe01
2018-04-02 08:29:37 -04:00
Lioncash
8b43a31855
Software/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:24:40 -04:00
Lioncash
a3c53ff754
OGL/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:22:39 -04:00
Lioncash
d4f8502ad1
Null/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:17:00 -04:00
Lioncash
3854e2bcca
D3D/CMakeLists: Migrate off add_dolphin_library
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:15:22 -04:00
JosJuice
91732e2baf Remove support for projection hacks
This isn't really useful for anything anymore as far as I know.
2018-04-01 21:41:18 +02:00
Lioncash
b818cc682c VideoCommon/Vulkan: Explicitly link in xxhash
Lessens the dependency on the LIBS variable (and also makes the required
libraries explicit).
2018-03-28 17:03:16 -04:00
Stenzek
2f1a7cbee1 Implement "Skip" ubershader mode
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.

This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
2018-03-26 01:57:41 +10:00
Helios747
b02b616930 [UI] Remove experimental tag from Vulkan 2018-03-21 15:12:12 -07:00
Markus Wick
523031f037
Merge pull request #6444 from stenzek/d3d-bbox
D3D: Fix broken bounding box
2018-03-19 09:21:22 +01:00
Lioncash
882d1c1256 OGLShader: Ensure m_id and m_compute_program_id are always initialized
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
2018-03-16 17:49:34 -04:00
Lioncash
83f17ac59f OGLShader: Fix mismatched assignment in compute shader constructor
This shouldn't be assigning to the regular ID.
2018-03-16 17:44:23 -04:00
Lioncash
7926a0c814 Use __func__ instead of __FUNCTION__ where applicable
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.

__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.

The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:

"
The function-local predefined variable __func__ is defined as if a
definition of the form

static const char __func__[] = "function-name ";

had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"

Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
2018-03-16 13:41:53 -04:00
Lioncash
75f5fcdfee Assert: Remove unused parameter from DEBUG_ASSERT
This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Stenzek
cb19ddd1d4 D3D: Fix broken bounding box 2018-03-17 00:20:43 +10:00
Lioncash
50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
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
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
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
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
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
Stenzek
4c24a69710 VideoCommon: Add support for Abstract Framebuffers 2018-03-02 20:20:48 +10:00
Stenzek
2a6d9e4713 AbstractTexture: Add support for depth textures/formats 2018-03-01 17:31:24 +10:00