Connor McLaughlin
951b66e4ac
Merge pull request #8049 from stenzek/crop
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Renderer: Adjust source rectangle when crop would draw off screen
2019-06-08 20:57:52 +10:00
Stenzek
9316e25652
D3DCommon: Fallback to base CreateSwapChain on failure
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It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.
In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
2019-06-08 20:11:49 +10:00
Lioncash
a9663669dc
Common/CommonFuncs: Remove now-unneccessary ArraySize function
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Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.
In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.
In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
2019-06-01 10:07:57 -04:00
Lioncash
e60268bd42
VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
2019-05-30 03:29:35 -04:00
Pokechu22
69d9d9f87a
Also free when initialization fails, and move to end
2019-05-26 19:59:29 -07:00
Pokechu22
19fb3bb4fe
DX11: Fix access violation on closing dolphin
2019-05-26 15:01:05 -07:00
spycrab
6cef70c182
VideoBackends/D3D: Fix CMakeLists.txt
2019-05-12 00:05:09 +02:00
Techjar
ff972e3673
Reformat repo to clang-format 7.0 rules
2019-05-06 18:48:04 +00:00
Léo Lam
ab9ece9bca
Replace MathUtil::Clamp with std::clamp
2019-05-04 23:12:17 +02:00
Stenzek
32359bf2bb
Renderer: Adjust target rectangle in the base class
2019-04-28 23:33:24 +10:00
Stenzek
3c64f0c616
Renderer: Adjust source rectangle when crop would draw off screen
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This prevents us from requiring an oversized and/or negative viewport by
shrinking the source rectangle instead.
2019-04-28 23:31:57 +10:00
Stenzek
025767c929
D3D: Set optional features after creating the device
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Fixes feature level 10.0 devices crashing during runtime.
2019-04-28 15:26:49 +10:00
Stenzek
f8c1ba409c
Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle
2019-04-21 14:28:14 +10:00
Stenzek
61a656570e
AbstractPipeline: Support returning "cache data"
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"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
Connor McLaughlin
f3fadd7302
Merge pull request #7869 from stenzek/d3dcommon
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D3D: Move sharable D3D11/D3D12 code to common library
2019-03-29 20:40:06 +10:00
Stenzek
d0d010f854
D3D11: Make stateman a unique_ptr
2019-03-29 19:55:00 +10:00
Stenzek
1151a1238f
D3D11: Use ComPtr smart pointer where possible
2019-03-29 19:52:38 +10:00
Stenzek
3d8014beb5
D3D11: Use D3DCommon where appropriate
2019-03-29 19:52:38 +10:00
Stenzek
16294acd2a
VideoBackends: Scale bounding box rectangle in the pixel shader
2019-03-25 18:47:58 +10:00
Stenzek
65216c9e87
VideoConfig: Add SupportsPartialDepthCopies to backend info
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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
Stenzek
21d81f99ff
VideoBackends: Fix GPU decoding of XFB buffers
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Was using UNORM instead of UINT, resulting in invalid values.
2019-02-28 20:35:22 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
b01df8670f
Renderer: Fix throttle-disable (TAB) hotkey when vsync is enabled
2019-01-27 12:31:12 +10:00
Stenzek
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
Stenzek
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
Stenzek
63dd91628d
Remove old RasterFont classes
2019-01-25 11:15:57 +10:00
Stenzek
600d1fc0bc
Renderer: Use imgui for drawing debug text and OSD
2019-01-25 11:15:57 +10:00
Stenzek
d1868d9475
RenderBase: Implement imgui rendering
2019-01-25 11:10:49 +10:00
Stenzek
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
Stenzek
b409a87d1a
D3D: Clamp viewport to current framebuffer dimensions, not target
2018-12-04 17:36:08 +10:00
Stenzek
2644e920cc
Renderer: Add backbuffer format to base class
2018-12-04 17:36:08 +10:00
Stenzek
1adcd47dcb
Renderer: Add a base Initialize() method to match Shutdown()
2018-12-04 17:36:08 +10:00
Stenzek
8e2c063d62
TextureCache: Implement deferred/batched EFB copies
2018-11-07 16:25:01 +10:00
Stenzek
eb284b5d66
VideoBackends: Pass window system info from host on creation
2018-10-20 21:11:34 +10:00
Stenzek
1d827a5223
Renderer: Pull dimensions from GLInterface/Swapchain
2018-10-20 21:11:34 +10:00
Stenzek
a3961750a7
Drop Host_GetRenderSurface and pass display to backend
2018-10-20 21:11:34 +10:00
Tillmann Karras
97cc9894e4
Update to Visual Studio's default Windows SDK
2018-10-20 00:53:08 +01:00
Stenzek
eb33d7af64
Core: Call InitBackendInfo before loading config
2018-09-28 21:44:41 +10:00
Stenzek
b30342d38f
VideoBackends: Support D24S8 abstract texture format
2018-07-19 21:47:42 +10:00
Techjar
dc2f22516c
Mark all video backend names for translation
2018-06-30 06:30:19 -04:00
Stenzek
640bfb8135
VideoConfig: Add a field for indicating logic op support in the backend
2018-05-26 00:07:20 +10:00
Stenzek
f74dbc794c
EFB2RAM: Apply copy filter as a float coefficient after sampling
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.
It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.
However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
Emmanuel Gil Peyrot
c51ae9c62a
Remove SOIL altogether from the project.
2018-05-20 13:44:42 +02:00
Markus Wick
c485efdfe1
Merge pull request #6743 from stenzek/faster-disabled-copy-filter
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TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-17 10:45:50 +02:00
Stenzek
3493d738ca
D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
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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
4faac3a627
TextureConversionShader: Don't sample from adjacent rows when not needed
2018-05-03 14:09:32 +10:00
Stenzek
7a745e5b0d
D3D: Drop gamma parameter from util draw helper
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No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
Stenzek
9e798eec94
Implement EFB copy filter and gamma in hardware backends
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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
Lioncash
d68f437e67
Common: Move BitSet helper functions into the Common namespace
2018-04-23 00:13:55 -04:00
spycrab
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00