Pokechu22
e8221d7948
Common/PointerWrap: Remove DoPOD
...
This was added in 385d8e2b15 , but became somewhat redundant with Do in 4c7bbd96e4 , and completely redundant now that std::is_trivially_copyable_v is well-supported.
2022-10-06 11:25:36 -07:00
Shawn Hoffman
17c554c165
Common/Hash: use zlib-ng for adler32. small cleanups.
2022-08-01 10:07:27 -07:00
TellowKrinkle
716c0980d7
VideoBackends: Add Metal renderer
2022-07-21 20:44:19 -05:00
Pokechu22
791bd16b28
Restructure parameters to TetxureConverterShaderGen/TextureConversionShader
...
This will be used for later refactoring for increased accuracy.
2022-07-16 00:07:10 -07:00
Pokechu22
290e62f179
Remove casts to integers for texture and EFB formats
...
The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
2022-07-15 12:29:40 -07:00
iwubcode
1480b78f64
VideoCommon: dump EFB with size and texture format details and dump XFB with size details. Finally move count to front of image for XFB/EFB dumps so as to make it easier to see them in order. Change the count value prefix to 'n'
2022-06-27 18:20:52 -05:00
iwubcode
69839df1eb
VideoCommon: support dynamically updating game mods at runtime
2022-06-27 18:20:52 -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
iwubcode
62c186e14b
VideoCommon: add UninitializeEFBMemory to mirror XFB function
2022-06-27 18:20:52 -05:00
TellowKrinkle
23c1721fbd
VideoCommon: Reduce duplicates of non-palette-requiring texture decode shaders
2022-06-16 02:08:45 -05:00
Dentomologist
f6b9acccfc
Common: Refactor PointerWrap
2022-05-25 13:06:41 -07:00
Admiral H. Curtiss
01d4a2e9cc
TextureCacheBase: Don't log error while measuring state size.
2022-04-26 21:26:42 +02:00
Admiral H. Curtiss
ef760ee012
Common/PointerWrap: Prevent reads/writes past the end of the buffer.
2022-04-18 23:48:00 +02:00
Pokechu22
4aeef95746
Fix copy filter clamping when EFB VRAM copies are disabled
2022-01-29 12:23:32 -08:00
Pokechu22
25c547e9e5
Fix incorrect copy filter clamping
...
We need to clamp to the center of pixels, or else things end up working out incorrectly. This also fixes an off-by-1 for the bottom line.
2022-01-25 19:53:25 -08:00
Pokechu22
afd02b79a5
VideoCommon: Add names for textures and shaders
2022-01-01 11:38:56 -08:00
Pokechu22
e7d5f8ad5c
TextureCacheBase: Re-wrap GetTexture comment
2021-12-18 15:21:48 -08:00
JMC47
dbaebdc585
Merge pull request #10222 from phire/fix-copy-filter-clamping
...
Fix copy filter clamping
2021-11-18 17:48:33 -05:00
Pokechu22
4a9b26de86
VideoCommon: Expose SamplerState to shaders
...
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22
6236a0d494
Eliminate SamplerCommon
2021-11-17 20:04:34 -08:00
Pokechu22
3096f77ba0
Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
...
This was added in 0b9a72a62d but became irrelevant in 70f9fc4e75 as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
Scott Mansell
7128befb39
Fix copy filter clamping regression in Spyro
...
This fixes horizontal lines in the bloom effect of Spyro: A Hero's Tail,
which is a regression caused by PR #10204
Screenshot of regression:
https://user-images.githubusercontent.com/138484/142030503-90fcd8d5-63d3-4820-874a-72e9be0c4768.png
Fixed:
https://user-images.githubusercontent.com/138484/142031598-b85ff55c-1302-4e4d-bcb2-57848974056b.png
Spyro uses an 640x80 pixel sub-buffer within the EFB to calculate
it's bloom effects, which it places below the main 640x448 buffer.
EFB layout:
https://user-images.githubusercontent.com/138484/142030573-e933b6ae-c37e-4be6-86d4-0bc779b92535.png
Note: Colors are wrong because the main color buffer uses RGBA6,
while the bloom is calculated in RGB8
This allows it to do bloom without backing up part of the EFB to
main memory, as most games do.
But, since some of the sub-buffers used in the bloom effect are taller
than 80 pixels, they need to be sliced up into smaller sub, sub buffers
which get combined later when copied to main memory.
At one point, a 320x224 buffer is broken up into 320x80, 320x64 and
320x80 slices. These are copied out with the copy filter set to a
vertical blur.
Because there was an off-by-one errror in the clamping coordinates,
the bottom line of the color buffer would be blurred into
the top of each slice.
Final combined EFB copy:
https://user-images.githubusercontent.com/138484/142031360-2c076839-7c96-4b3b-a093-d899d0a2c7ae.png
Fixed version:
https://user-images.githubusercontent.com/138484/142031370-72e41a35-3b3e-4662-a483-79203e357ecc.png
Before #10204 the copy filter wasn't enabled for efb copies, and most
other games don't do this type of slicing.
FIFO CI shows that a few other games are effected, it's always just a minor difference to the top line where there was previously a slight hint of garbage.
2021-11-17 06:12:46 +13:00
Scott Mansell
edb66dab84
TextureCache: Remove deleted textures from bound_textures
...
Fixes issue where vulkan might crash trying to bind a deleted
texture.
2021-10-12 15:51:24 +13:00
Scott Mansell
88bd10cd30
Extend TMEM cache implementation
...
Now works with games that deliberately avoid invalidating TMEM because
they know textures are too large to fit:
* Sonic Riders
* Metal Arms: Glitch in the System
* Godzilla: Destroy All Monsters Melee
* NHL Slapshot
* Tak and the Power of Juju
* Night at the Museum: Battle of the Smithsonian
* 428: Fūsa Sareta Shibuya de
2021-10-12 15:51:24 +13:00
Scott Mansell
9fa26624b0
BPMemory: Refactor/consolidate TexUnit Addressing
...
Currently the logic for addressing the individual TexUnits is splattered all
across dolphin's codebase, this commit attempts to consolidate it all into a
single place and formalise it using our new TexUnitAddress struct.
2021-10-10 09:09:43 +13:00