Stenzek 
							
						 
					 
					
						
						
							
						
						61a656570e 
					 
					
						
						
							
							AbstractPipeline: Support returning "cache data"  
						
						... 
						
						
						
						"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA. 
						
						
					 
					
						2019-04-16 00:09:47 +10:00 
						 
				 
			
				
					
						
							
							
								Jordan Woyak 
							
						 
					 
					
						
						
							
						
						d34a9afe04 
					 
					
						
						
							
							Minor changes to usages of std::condition_variable.  
						
						
						
						
					 
					
						2019-04-06 17:39:25 -05:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						e44433c2f6 
					 
					
						
						
							
							Merge pull request  #7955  from Techjar/netplay-golf-mode  
						
						... 
						
						
						
						NetPlay golf mode 
						
						
					 
					
						2019-04-05 17:25:23 +02:00 
						 
				 
			
				
					
						
							
							
								Techjar 
							
						 
					 
					
						
						
							
						
						6c393f9ff4 
					 
					
						
						
							
							Add imgui golf mode overlay  
						
						
						
						
					 
					
						2019-04-05 07:01:03 -04:00 
						 
				 
			
				
					
						
							
							
								Techjar 
							
						 
					 
					
						
						
							
						
						a318c55cec 
					 
					
						
						
							
							PixelShaderGen: Fix bounding box coordinates being offset by 1 pixel  
						
						
						
						
					 
					
						2019-04-03 10:09:05 -04:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						f2d8c8d2a8 
					 
					
						
						
							
							D3D12: Fix rare case where command list was executed with open queries  
						
						
						
						
					 
					
						2019-04-01 20:49:24 +10:00 
						 
				 
			
				
					
						
							
							
								Connor McLaughlin 
							
						 
					 
					
						
						
							
						
						32e330eb35 
					 
					
						
						
							
							Merge pull request  #7950  from stenzek/out-of-range-efb-copies  
						
						... 
						
						
						
						BPStructs: Gracefully handle out-of-range EFB copies 
						
						
					 
					
						2019-04-01 13:08:11 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						113bd60fe7 
					 
					
						
						
							
							Implement D3D12 backend  
						
						
						
						
					 
					
						2019-04-01 11:24:55 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						378b605669 
					 
					
						
						
							
							BPStructs: Gracefully handle out-of-range EFB copies  
						
						... 
						
						
						
						Since the copy X and Y coordinates/sizes are 10-bit, the game can configure a
copy region up to 1024x1024. Hardware tests have found that the number of bytes
written does not depend on the configured stride, instead it is based on the
size registers, writing beyond the length  of a single row. The data written
for the pixels which lie outside the EFB bounds does not wrap around instead
returning different colors based on the pixel format of the EFB.
This suggests it's not based on coordinates, but instead on memory addresses.
The effect of a within-bounds size but out-of-bounds offset
(e.g. offset 320,0, size 640,480) are the same.
As it would be difficult to emulate the exact behavior of out-of-bounds reads,
instead of writing the junk data, we don't write anything to RAM at all for
over-sized copies, and clamp to the EFB borders for over-offset copies. 
						
						
					 
					
						2019-03-31 22:05:53 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						3c455de799 
					 
					
						
						
							
							FramebufferManager: Fix broken EFB peeks in GL with MSAA on  
						
						
						
						
					 
					
						2019-03-30 03:14:29 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						087b11e780 
					 
					
						
						
							
							TextureCacheBase: Fix possible crash on shutdown with deferred EFB copies  
						
						
						
						
					 
					
						2019-03-29 20:54:44 +10:00 
						 
				 
			
				
					
						
							
							
								Connor McLaughlin 
							
						 
					 
					
						
						
							
						
						f3fadd7302 
					 
					
						
						
							
							Merge pull request  #7869  from stenzek/d3dcommon  
						
						... 
						
						
						
						D3D: Move sharable D3D11/D3D12 code to common library 
						
						
					 
					
						2019-03-29 20:40:06 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						d66d778bae 
					 
					
						
						
							
							PixelShaderGen: Use subgroup reduction operations for bounding box  
						
						
						
						
					 
					
						2019-03-29 20:06:56 +10:00 
						 
				 
			
				
					
						
							
							
								Connor McLaughlin 
							
						 
					 
					
						
						
							
						
						1304e963ad 
					 
					
						
						
							
							Merge pull request  #7895  from stenzek/framebuffer-corruption  
						
						... 
						
						
						
						FramebufferManager: Don't discard in ReinterpretPixelData 
						
						
					 
					
						2019-03-29 20:03:13 +10:00 
						 
				 
			
				
					
						
							
							
								Connor McLaughlin 
							
						 
					 
					
						
						
							
						
						154eeae8ae 
					 
					
						
						
							
							Merge pull request  #7915  from stenzek/bbox-scaled-update  
						
						... 
						
						
						
						VideoBackends: Scale bounding box rectangle in the pixel shader 
						
						
					 
					
						2019-03-29 19:59:25 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						3b86c93285 
					 
					
						
						
							
							VertexManagerBase: Increase vertex/uniform buffer sizes  
						
						... 
						
						
						
						ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by
forcing GPU waits. 
						
						
					 
					
						2019-03-29 19:52:38 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						2a4bca8b4a 
					 
					
						
						
							
							VideoBackends: Verify validity before doing full renderer init  
						
						... 
						
						
						
						Prevents attempting to create invalid MSAA configurations, for example. 
						
						
					 
					
						2019-03-29 19:52:38 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						e9cfcf4632 
					 
					
						
						
							
							ShaderCache: Don't create invalid logic op pipelines  
						
						... 
						
						
						
						uint_output will never be set unless logic ops are enabled. Also clears
the bits so we're not compiling unused pixel shaders on the other
backends. 
						
						
					 
					
						2019-03-28 20:35:02 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						5732769a3c 
					 
					
						
						
							
							ShaderCache: Set correct primitive in dummy ubershader pipelines  
						
						
						
						
					 
					
						2019-03-28 20:35:02 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						7dd9d74eec 
					 
					
						
						
							
							RenderBase: Add EFBHasAlphaChannel() helper  
						
						
						
						
					 
					
						2019-03-28 20:35:02 +10:00 
						 
				 
			
				
					
						
							
							
								JMC47 
							
						 
					 
					
						
						
							
						
						b4b0ebae27 
					 
					
						
						
							
							Merge pull request  #7934  from stenzek/stretched-efb-peeks  
						
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						FramebufferManager: Fix EFB peek cache stretching last tile 
						
						
					 
					
						2019-03-27 10:53:47 -04:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						92fa6c34cd 
					 
					
						
						
							
							FramebufferManager: Fix EFB pokes being offset by 1 in D3D  
						
						
						
						
					 
					
						2019-03-27 23:28:34 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						c28393d6f9 
					 
					
						
						
							
							FramebufferManager: Fix EFB peek cache stretching last tile  
						
						
						
						
					 
					
						2019-03-27 22:12:40 +10:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						f7897778ff 
					 
					
						
						
							
							NetPlayChatUI: Add activate chat hotkey  
						
						
						
						
					 
					
						2019-03-26 18:13:32 +01:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						16294acd2a 
					 
					
						
						
							
							VideoBackends: Scale bounding box rectangle in the pixel shader  
						
						
						
						
					 
					
						2019-03-25 18:47:58 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						cff60f5ba0 
					 
					
						
						
							
							FramebufferManager: Only clear tile array when valid  
						
						... 
						
						
						
						When looking into the Faron Woods fifolog, I noticed this code was quite
high in the profile (~10%). Clearing 4096 entries from the vector isn't
needed every draw, we only need to do this when the cache was actually
valid in the first place.
Should provide a slight general performance boost. 
						
						
					 
					
						2019-03-24 15:03:04 +10:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						c89139d75d 
					 
					
						
						
							
							Merge pull request  #7903  from spycrab/imgui_np_chat  
						
						... 
						
						
						
						Add imgui-based Netplay Chat 
						
						
					 
					
						2019-03-23 21:11:33 +01:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						7cfb626a83 
					 
					
						
						
							
							Add imgui-based Netplay Chat  
						
						
						
						
					 
					
						2019-03-23 20:13:24 +01:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						8cfbbbe9dc 
					 
					
						
						
							
							VideoCommon/RenderBase: Disable backculling for ImGui  
						
						
						
						
					 
					
						2019-03-21 13:16:21 +01:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						bf0b52efc6 
					 
					
						
						
							
							TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates  
						
						
						
						
					 
					
						2019-03-20 20:05:51 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						8aa0ea10d9 
					 
					
						
						
							
							FramebufferManager: Don't discard in ReinterpretPixelData  
						
						... 
						
						
						
						This was causing the depth buffer to be discarded as well, which
has an effect on mobiles (doesn't get loaded into tile memory).
If we find this is hindering performance (remember, the EFB is
only a 640x528 texture), it may be worth changing the interface to
support discarding only the colour buffer. 
						
						
					 
					
						2019-03-16 23:45:08 +10:00 
						 
				 
			
				
					
						
							
							
								JosJuice 
							
						 
					 
					
						
						
							
						
						c71216419b 
					 
					
						
						
							
							Merge pull request  #7874  from vadosnaprimer/ffv1_fix  
						
						... 
						
						
						
						FFV1 fix 
						
						
					 
					
						2019-03-15 23:17:02 +01:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						cce7ac43d4 
					 
					
						
						
							
							FramebufferManager: Fix panic in VertexManager with large EFB depth poke batches  
						
						
						
						
					 
					
						2019-03-12 18:26:07 +10:00 
						 
				 
			
				
					
						
							
							
								feos 
							
						 
					 
					
						
						
							
						
						7fd940411b 
					 
					
						
						
							
							decrease gop size (keyint)  
						
						... 
						
						
						
						this makes seeking a lot smoother (especially at high resolutions), while only adding less than 1% of filesize with this codec. 
						
						
					 
					
						2019-03-11 22:17:13 +03:00 
						 
				 
			
				
					
						
							
							
								feos 
							
						 
					 
					
						
						
							
						
						005e60fa22 
					 
					
						
						
							
							change pixel format from BGRA to BGR0  
						
						... 
						
						
						
						for this kind of footage carrying alpha information makes no sense, and it additionally complicates things by hugely damaging compatibility of the resulting video. after this change alone the video becomes compatible with VfW/WinAPI and tools that rely on it (avisynth, virtualdub).
fixes https://bugs.dolphin-emu.org/issues/11141  and https://bugs.dolphin-emu.org/issues/10193  
						
						
					 
					
						2019-03-11 22:17:12 +03:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						a218a794cb 
					 
					
						
						
							
							FramebufferManager: Implement deferred EFB cache invalidation  
						
						
						
						
					 
					
						2019-03-09 12:24:04 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						6bc4bfd26a 
					 
					
						
						
							
							FramebufferManager: Implement EFB tile cache  
						
						... 
						
						
						
						The new tile cache is dynamic in size and can be turned on/off. 
						
						
					 
					
						2019-03-09 12:23:33 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						65216c9e87 
					 
					
						
						
							
							VideoConfig: Add SupportsPartialDepthCopies to backend info  
						
						... 
						
						
						
						D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache. 
						
						
					 
					
						2019-03-09 12:19:53 +10:00 
						 
				 
			
				
					
						
							
							
								spycrab 
							
						 
					 
					
						
						
							
						
						9ca394bbea 
					 
					
						
						
							
							VideoCommon/RenderBase: Don't destroy pipelines that are in use  
						
						
						
						
					 
					
						2019-03-07 01:59:46 +01:00 
						 
				 
			
				
					
						
							
							
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						05fa667d03 
					 
					
						
						
							
							VideoCommon: add EFB peek/poke stats  
						
						
						
						
					 
					
						2019-03-04 02:49:59 +00:00 
						 
				 
			
				
					
						
							
							
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						24ba3bf2f2 
					 
					
						
						
							
							TextureConversionShader: fix XFB decoding shader  
						
						
						
						
					 
					
						2019-03-01 21:54:33 +00:00 
						 
				 
			
				
					
						
							
							
								Tilka 
							
						 
					 
					
						
						
							
						
						6be35422e9 
					 
					
						
						
							
							Merge pull request  #7832  from stenzek/xfb-decoding-regression  
						
						... 
						
						
						
						TextureCache: Fix GPU decoding of XFB copies 
						
						
					 
					
						2019-02-28 11:03:25 +00:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						8192c0dd48 
					 
					
						
						
							
							TextureConversionShader: Fix XFB decoding shader for D3D  
						
						... 
						
						
						
						D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway. 
						
						
					 
					
						2019-02-28 20:43:50 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						db6763019d 
					 
					
						
						
							
							TextureCache: Fix GPU decoding of XFB copies not falling back to CPU  
						
						
						
						
					 
					
						2019-02-28 20:19:37 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						7f0111b022 
					 
					
						
						
							
							TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range  
						
						
						
						
					 
					
						2019-02-28 20:11:46 +10:00 
						 
				 
			
				
					
						
							
							
								Tilka 
							
						 
					 
					
						
						
							
						
						6ce7f44b8a 
					 
					
						
						
							
							Merge pull request  #7753  from stenzek/videocommon-all-the-things  
						
						... 
						
						
						
						Move a significant amount of video backend logic to VideoCommon 
						
						
					 
					
						2019-02-26 04:21:05 +00:00 
						 
				 
			
				
					
						
							
							
								JosJuice 
							
						 
					 
					
						
						
							
						
						ea7b96342b 
					 
					
						
						
							
							VideoConfig: Don't overwrite aspect_mode with suggested_aspect_mode  
						
						... 
						
						
						
						Unnecessary since b93b7ec 
						
						
					 
					
						2019-02-23 16:00:18 +01:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						f039149198 
					 
					
						
						
							
							Move most backend functionality to VideoCommon  
						
						
						
						
					 
					
						2019-02-19 16:57:54 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						933f3ba008 
					 
					
						
						
							
							TextureCache: Don't copy out-of-range rectangles when stitching textures  
						
						... 
						
						
						
						This can cause driver crashes or GPU hangs if we do. 
						
						
					 
					
						2019-02-17 16:35:43 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						2165523fdc 
					 
					
						
						
							
							TextureConverterShader: Write EFB2Tex XFB copies with alpha value of 1  
						
						... 
						
						
						
						This way we don't end up with artifacts of the EFB's alpha values in
frame dumps. XFB copies loaded from RAM also set the alpha to 1, so this
will match. 
						
						
					 
					
						2019-02-17 16:35:43 +10:00