Commit Graph
125 Commits
Author SHA1 Message Date
Scott Mansell 31cfe8250d Lint fixes 2023-02-09 18:36:20 +13:00
Scott Mansell abfc75f362 Cleanup headers 2023-01-31 19:41:24 +13:00
Scott Mansell 0da69055d9 Split out everying remaining from Swap 2023-01-31 19:41:24 +13:00
Scott Mansell 2a18b34a73 Wire up frame before/after events 2023-01-31 19:41:24 +13:00
Scott Mansell ca5ec13e13 Move GraphicsMod out of RenderBase 2023-01-31 19:41:24 +13:00
Scott Mansell 99d3e489ea Move BoundingBox out of RenderBase
They were essentially just pass-though methods
2023-01-31 19:41:24 +13:00
Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00
Pierre BourdonandGitHub 9c9310bf44 Merge pull request #11208 from TellowKrinkle/CPUCull
Cull vertices on the CPU
2023-01-26 23:15:23 +01:00
TellowKrinkle 1be0149146 VideoCommon: Cull vertices on the CPU 2023-01-25 02:21:56 -06:00
Pokechu22 d91f340c86 VertexManagerBase: Move free space check to after the buffer is reset
Fixes incorrect logspam when the buffer needed to be reset on flushes (which we already were doing, but 52feed04db moved it to after the check was made). This is https://bugs.dolphin-emu.org/issues/10312.

I also converted it to an assert, as if this does happen, things are going to render incorrectly, so we want to make it obvious.
2023-01-03 17:06:51 -08:00
Admiral H. Curtiss cb0a603c72 VideoCommon: De-globalize GeometryShaderManager class. 2022-12-29 15:33:19 +01:00
Admiral H. Curtiss 50625728e0 VideoCommon: De-globalize VertexShaderManager class. 2022-12-28 15:52:29 +01:00
Admiral H. Curtiss 725bd64ec2 VideoCommon: De-globalize PixelShaderManager class. 2022-12-27 20:13:24 +01:00
TellowKrinkle 1e9b6f88e4 VideoCommon: Support hot reloading of VS expand 2022-10-22 20:18:02 -05:00
TellowKrinkle 68f49df0f8 VideoCommon: Add vertex shader point and line expansion 2022-10-22 20:13:24 -05:00
Pokechu22 ffed23c059 Simplify saving CP state
Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1bc0d, we can just use p.Do on it instead of manually saving each field.
2022-10-09 19:32:59 -07:00
Pokechu22 05f3bbfa4d Include tangent/binormal cache in savestates
This theoretically matters for RS2/RS3, although in practice these games reconfigure it each frame so it shouldn't matter for savestates.
2022-10-09 16:21:49 -07:00
iwubcode bc360584a3 VideoCommon: add structures to graphics mods to allow for future adding or removing parameters with less code overhead 2022-10-09 00:00:01 -05:00
JMC47andGitHub e237aa1435 Merge pull request #10777 from tellowkrinkle/EFBFlush
VideoCommon: Remember to flush command buffers after multiple EFB copies
2022-07-13 19:45:31 -04:00
TellowKrinkle 3ee4b89a46 VideoCommon: Remember to flush command buffers after multiple EFB copies 2022-07-06 18:38:05 -05:00
iwubcode 892678648e VideoCommon: trigger mod calls in TextureCacheBase (efb/xfb calls), VertexManagerBase (draw calls), and VertexShaderManager (projection calls) 2022-06-27 18:20:52 -05:00
Dentomologist f6b9acccfc Common: Refactor PointerWrap 2022-05-25 13:06:41 -07:00
Pokechu22 2a5c77f43f VideoCommon: Handle emboss texgen with only a single normal
Fixes a large number of effects in Rogue Squadron 2 and 3.
2022-04-22 16:54:38 -07:00
Pokechu22 39b2854b98 VertexLoader: Convert count register to remaining register
This more accurately represents what's going on, and also ends at 0 instead of 1, making some indexing operations easier.  This also changes it so that position_matrix_index_cache actually starts from index 0 instead of index 1.
2022-04-22 16:54:38 -07:00
Pokechu22 97d0ff58c8 Convert vertex loader position cache to std::array 2022-04-22 16:54:38 -07:00