786 Commits

Author SHA1 Message Date
Markus Wick
cb759528e0 Merge pull request #3893 from hthh/perf-query-bug
Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
Lioncash
5b3c74a31a OGL: Remove unnecessary c_str calls 2016-09-09 06:30:34 -04:00
Scott Mansell
f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
Lioncash
ec7114a658 OGL: Remove unnecessary renderer global references 2016-08-31 14:19:56 -04:00
Jules Blok
a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Lioncash
2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Scott Mansell
f1964f90d6 Merge pull request #4129 from RisingFog/hahahahahahahahahaha
Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
Chris Burgener
da0204a85c Fix a really stupid GLSL version parsing bug 2016-08-19 08:53:27 -04:00
JosJuice
31c530c7b3 Merge pull request #3386 from lioncash/memory
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Jules Blok
e86d7cbc99 OGL: Workaround gl_ClipDistance bug on Mesa i965. 2016-08-18 01:08:39 +02:00
Jules Blok
7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok
8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok
afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
Jules Blok
94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok
6e2052fae6 OGL: Disable clip distance on when not in a game-like state. 2016-08-15 13:11:27 +02:00
Jules Blok
a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok
4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok
b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
Jules Blok
c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
Lioncash
e01c143379 Common: namespace MemoryUtil 2016-08-07 13:03:07 -04:00
Lioncash
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
hthh
8be5717a60 Improve PerfQuery accuracy
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00
degasus
d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus
5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
degasus
7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Scott Mansell
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
Scott Mansell
ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
Scott Mansell
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
Scott Mansell
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
Scott Mansell
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
Scott Mansell
28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
Pierre Bourdon
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Scott Mansell
d197f489b9 analytics: Report OpenGL's adapter name too. 2016-06-20 23:54:44 +12:00
Anthony Serna
0e5852f634 [OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE 2016-05-30 10:06:19 -05:00
Rohit Nirmal
14220ae488 Fix building with PCH disabled. 2016-05-26 13:05:21 -05:00
Stenzek
89e54fbd6c OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
degasus
bca0e06a95 OGL: Use coherent mapping on Qualcomm devices. 2016-05-11 23:55:28 +02:00
degasus
6219c39cf5 OGL: Drop QC ES3.1 workaround.
This was never tested well:

HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
Stenzek
6f3573dda8 D3D12: Implement XFB encoding/decoding (support Real XFB) 2016-05-08 23:18:51 +10:00
Pierre Bourdon
2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Scott Mansell
066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
EmptyChaos
0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
EmptyChaos
902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
mimimi085181
bb4d636f34 Copy all layers of textures with CopyRectangleFromTexture 2016-02-14 21:17:06 +01:00
Ryan Houdek
e1f21602fd Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
Lioncash
5ebd1e215b Fifo: Make g_bSkipCurrentFrame a TU-local variable
This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
Lioncash
e187c55bdd OpcodeDecoder: Add namespace 2016-01-24 01:31:36 -05:00
Pierre Bourdon
be1a9e4231 Merge pull request #3518 from Sonicadvance1/blacklist_sandy
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 19:32:56 +01:00
Ryan Houdek
3dda36bc5b Blacklist Sandy Bridge on mesa from using geometry shaders. 2016-01-20 12:13:21 -06:00