Commit Graph
4229 Commits
Author SHA1 Message Date
Markus WickandGitHub edc4396603 Merge pull request #9888 from JosJuice/jitarm64-logicalimm-everywhere
JitArm64: Stop using hand-encoded logical immediates
2021-07-12 23:03:31 +02:00
JosJuice 8af5095ff4 JitArm64: Stop using hand-encoded logical immediates 2021-07-12 22:25:49 +02:00
CrystalGamma beb6ec0569 VideoCommon: fix generic build
On x86/ARM Common/Assert.h is included by way of
VideoCommon/VertexLoader{X64,ARM64}.h, on other platforms it is missing.
2021-07-12 04:30:43 +02:00
Pokechu22 b880be0aa5 Use separate fmt::formatters for each indirect matrix column
This also fixes a bug where the float version of row 1 actually showed row 0 again.
2021-07-11 15:01:42 -07:00
Pokechu22 f467c02d1a Ignore the top bit of the indirect texture matrix scale
This fixes the Zora eye coloration in Twilight Princess.
2021-07-11 15:01:37 -07:00
TilkaandGitHub 20a8e9c872 Merge pull request #9876 from Pokechu22/skyward-sword-map
Fix indirect textures when format is not ITF_8
2021-07-11 22:59:23 +01:00
JosJuice 9e80db123f JitArm64: Encode logical immediates at compile-time where possible
Manually encoding and decoding logical immediates is error-prone.
Using ORRI2R and friends lets us avoid doing the work manually,
but in exchange, there is a runtime performance penalty. It's
probably rather small, but still, it would be nice if we could
let the compiler do the work at compile-time. And that's exactly
what this commit does, so now I have no excuse for trying to
manually write logical immediates anymore.
2021-07-10 20:43:59 +02:00
Pokechu22 a379456f38 Fix indentation for alphabump 2021-07-08 15:48:14 -07:00
Pokechu22 2feced2e33 Fix indirect textures when format is not ITF_8 2021-07-08 15:48:14 -07:00
Léo LamandGitHub 56fdde5d74 Merge pull request #9595 from Dentomologist/fix_vertex_loader_test_warnings
VertexLoaderTest: Fix memset assignment warning
2021-07-06 11:50:23 +02:00
Mai MandGitHub ffdc8538a1 Merge pull request #9862 from delroth/spdx-tags
Use SPDX for Dolphin licensing info
2021-07-06 01:02:57 -04:00
JMC47andGitHub 6cc195e02f Merge pull request #9640 from v1993/patch-1
Allow post-processing shaders to query reciprocal of window resolution
2021-07-05 16:30:54 -04:00
Pierre Bourdon e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Léo LamandGitHub a632a6a404 Merge pull request #9833 from Pokechu22/ubershaders-tevcoord
UberShaderPixel: always set tevcoord, even if the stage has no texture
2021-06-24 01:05:17 +02:00
Léo LamandGitHub b66e88e4b9 Merge pull request #9837 from AdmiralCurtiss/mysterious-voodoo-performance-fix
VideoCommon/Fifo: Move SConfig::GetInstance() outside the GPU loop.
2021-06-24 00:41:43 +02:00
JMC47andGitHub 95ecb73b11 Merge pull request #9826 from Techjar/fix-tmem-mips
VideoCommon/TextureInfo: Fix mipmap loading from tmem
2021-06-23 18:21:55 -04:00
Admiral H. Curtiss 1183fb3d2d VideoCommon/Fifo: Move SConfig::GetInstance() outside the GPU loop. 2021-06-23 23:52:26 +02:00
Pokechu22 2f1726e3f3 UberShaderPixel: always set tevcoord, even if the stage has no texture
This fixes NES game graphics when UberShaders are in use.
2021-06-21 13:01:25 -07:00
Techjar 2d59dcb95d VideoCommon/TextureInfo: Fix mipmap loading from tmem
Even address needs to be offset to the first mipmap entry.
2021-06-20 16:49:39 -04:00
iwubcode df53a5f880 VideoCommon: enhance hi res texture support by having exact matches be picked before wildcard matches. Additionally, add the ability to ignore the texture hash portion of the texture name when loading a hi res texture 2021-06-19 21:15:38 -05:00
iwubcode 8fb0f91331 VideoCommon: split the texture hash from the base name when generating the texture name 2021-06-19 21:15:38 -05:00
Techjar 3da0976a81 VideoCommon: Define scalar any() and all() functions in GLSL
This fixes bounding box shaders failing to compile under Vulkan, due to
differences between GLSL and HLSL in the return value of vector
comparisons and what types these functions accept. I included all() for
the sake of completeness.
2021-06-13 04:50:35 -04:00
JMC47andGitHub 0c6e00ce0c Merge pull request #9801 from Techjar/bbox-rounding-hack
VideoCommon: Only include centered pixels in bounding box
2021-06-11 00:41:11 -04:00
Techjar b267f54259 VideoCommon: Only include centered pixels in bounding box
At higher resolutions, our bounding box dimensions end up being
slightly larger than original hardware in some cases. This is not
necessarily wrong, it's just an artifact of rendering at a higher
resolution, due to bringing out detail that wouldn't have appeared on
original hardware. It causes a texel to fall partially on what would
have been a single pixel at native resolution, resulting in the
coordinates getting bumped up to the next valid value. In many cases,
these slightly larger bounding boxes are perfectly fine, as games don't
hard-code expected dimensions. It is problematic in Paper Mario TTYD
though, for a somewhat complicated reason.

Paper Mario TTYD frequently uses EFB copies to pre-render a bunch of
animation frames for a character sprite (especially in Chapter 2), so
that it can then render 100 or more of them without bringing the
GameCube to its knees. Based on my observation, the game seems to set
aside a region of memory to store these EFB copies. This region is
obviously fairly small, as the GameCube only has 24MB of RAM. There are
2 rooms in Chapter 2 where you fight a horde of as many as 100 Jabbies,
which are also rendered using EFB copies, so in this room the game ends
up making 130(!) EFB copies just for Puni and Jabbi sprites. This seems
to nearly fill the region of memory it set aside for them.
Unfortunately, our slightly larger bounding boxes at higher resolutions
results in overflowing this memory, causing very strange behavior. Some
EFB copies partially overlap game state, resulting in reading it as a
garbage RGB5A3 texture that constantly changes. Others apparently
somehow trigger a corner case in our persistent buffer mapping, causing
them to partially overwrite earlier EFB copies.

What this change does is only include the screen coordinates that align
with the equivalent native resolution pixel centers, which generally
results in the bounding boxes being more in line with original
hardware. It isn't perfect, but it's enough to fix Paper Mario TTYD's
Jabbi rooms by avoiding the buffer overflow. Notably, it is more
accurate at odd resolutions than at even resolutions. Native resolution
is completely unaffected by this change, as should be the case. This
change may also have a small positive impact on shader performance at
higher resolutions, as there will be less atomic operations performed.
2021-06-10 21:49:52 -04:00
Pokechu22 1500a0119b Eliminate TVtxDesc.GetLegacyHex 2021-06-09 20:50:50 -07:00