Commit Graph
4539 Commits
Author SHA1 Message Date
Scott MansellandGitHub ebf95370ef Merge pull request #10946 from Pokechu22/remove-iLog
VideoCommon: Remove old iLog field
2022-08-05 22:42:09 +12:00
Pokechu22 354530cf61 VideoCommon: Remove old iLog field
Prior to 7854bd7109, this was used by the debugger for the OpenGL and D3D9 plugins to control logging (via PRIM_LOG and INFO_LOG/DEBUG_LOG in VideoCommon code; PRIM_LOG was changed in 77215fd27c), and also framedumping (removed in 64927a2f81 and 2d8515c0cf), shader dumping (removed in 2d8515c0cf and this commit), and texture dumping (removed in 54aeec7a8f). Apart from shader dumping, all of these features have modern alternatives, and shader source code can be seen in RenderDoc if "Enable API Validation Layers" is checked (which also enables source attachment), so there's no point in keeping this around.
2022-08-04 15:49:39 -07:00
Pokechu22 20a2a2174d Vulkan: Call setSourceFile in addition to addSourceText 2022-08-04 15:09:12 -07:00
Pokechu22 8129874d11 Sanitize and use increased precision when normalizing light directions
This normalization was added in 02ac5e95c8, and changed to use floats in 4bf031c064.  The conversion to floats means that sometimes there is insufficient precision for the normalization process, which results in values of NaN or infinity.  Performing the whole process with doubles prevents that, but games also sometimes set the values to NaN or infinity directly (possibly accidentally due to the values not being initialized due to them not being used in the current configuration?).

The version of Mesa currently in use on FifoCI (20.3.5) has issues with NaN.  Although this bug has been fixed (https://gitlab.freedesktop.org/mesa/mesa/-/commit/b3f3287eac066eae16dce0e47aad3229dcff8257 in 21.2.0), FifoCI is stuck with the older version.

This change may or may not be incorrect, but it should result in the same behavior as already present in Dolphin, while working around the Mesa bug.
2022-08-04 08:52:44 -07:00
Shawn Hoffman fec61f89a3 Timer: protect usages of ms timers from rollover 2022-08-02 22:24:06 -07:00
Shawn Hoffman 09089eeee0 Common::Timer: use chrono::steady_clock internally 2022-08-02 22:24:06 -07:00
Shawn Hoffman 17c554c165 Common/Hash: use zlib-ng for adler32. small cleanups. 2022-08-01 10:07:27 -07:00
JosJuiceandGitHub 97100290ee Merge pull request #10885 from JosJuice/android-graphics-mods
Android: Add graphics mods support to GUI
2022-07-26 15:44:01 +02:00
Admiral H. CurtissandGitHub a9edf129e3 Merge pull request #10889 from shuffle2/spng
replace libpng with libspng
2022-07-26 12:53:04 +02:00
Shawn Hoffman 76b4318b88 CPUDetect: improve win/arm64 support
read brand_string on macos/arm64
remove unused flags
report family/model info instead of vendor name
2022-07-25 21:21:11 -07:00
Shawn Hoffman acb10f0006 replace libpng with libspng 2022-07-25 18:32:16 -07:00
JosJuiceandGitHub e5a177ece9 Merge pull request #10868 from tellowkrinkle/UsesDSBFix
VideoCommon: Fix IsDualSrc check for dst blend factors
2022-07-23 22:14:07 +02:00
JosJuice 8f410bff15 Android: Add graphics mods support to CheatsActivity 2022-07-23 21:58:45 +02:00
Pokechu22 6a7aa8f2c6 Convert CP/XF matrix indices mismatch panic alert to a warning
https://bugs.dolphin-emu.org/issues/12977 indicates that this happens on startup of Spider-Man 2, even in single-core. I don't have the game, so I can't directly determine why this is happening, but presumably real hardware does not hang in this case, so we can make it less obtrusive.
2022-07-23 09:01:22 -07:00
TellowKrinkle 6ee0248eab VideoBackends:Metal: MSAA support 2022-07-21 20:44:19 -05:00
TellowKrinkle a5ef9dfd53 VideoBackends:Metal: Use DriverDetails for bugs 2022-07-21 20:44:19 -05:00
TellowKrinkle 716c0980d7 VideoBackends: Add Metal renderer 2022-07-21 20:44:19 -05:00
Admiral H. CurtissandGitHub b0b5faa793 Merge pull request #10874 from JosJuice/cmpr-layout
VideoCommon: Fix CMPR compute shader layout
2022-07-19 12:05:29 +02:00
JosJuice 1a2bc2eff9 VideoCommon: Fix CMPR compute shader layout
Looks like a copy-paste gone wrong. The compute shaders for the other
formats use a group size of 8 * 8, whereas the CMPR compute shader
is supposed to use a flattened 64 * 1 as I understand it.
2022-07-18 18:56:50 +02:00
TellowKrinkle 88c85ce471 VideoCommon: Fix IsDualSrc check for dst blend factors 2022-07-17 20:50:53 -05:00
Joon Park 319288de8e Fix OpenGL error on M1 Mac.
Followup to #10466. Resolves the following error:

ERROR: 0:85: '&' does not operate on 'uvec3' and 'int'
2022-07-17 08:54:39 -04:00
JMC47andGitHub 70b0b03c3c Merge pull request #10747 from tellowkrinkle/LateUIDFixup
Add a post-cache shader UID fixup pass
2022-07-17 00:43:16 -04:00
Pokechu22 a6e06f38ad Add notes about precision of YUV->RGB conversion factors for XFB 2022-07-16 00:07:10 -07:00
Pokechu22 e7339d63f1 Rework TextureConversionShader for hardware accuracy and simplicity 2022-07-16 00:07:10 -07:00
Pokechu22 b16ec5b6dc Rework TextureConverterShaderGen for hardware accuracy and simplicity 2022-07-16 00:07:10 -07:00