177 Commits
Author SHA1 Message Date
oltolm 87db979ed7 use ComPtr for D3D9 2024-08-25 12:08:31 +02:00
Henrik RydgårdandGitHub e01ca5b057 Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård 126d88ecfc Back out clearly inconsequential/useless .reserve() calls 2023-12-29 08:27:56 +01:00
Herman Semenov ca94de8d4b [GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope) 2023-12-20 12:34:34 +03:00
Herman Semenov 0748ce610f [GPU/Common/D3D11/Directx9/GLES/Vulkan] Using reserve if possible 2023-12-15 14:08:22 +03:00
Henrik Rydgård 6d3c34ecd5 Eliminate inf values resulting from depth range computation.
Fixes #17981
2023-12-12 18:48:22 +01:00
Henrik Rydgård 6e303e8f1d Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent. 2023-09-24 11:55:15 +02:00
Henrik Rydgård eb21a2e6c9 Break out the OSD data holder from Common/System/System.h, into OSD.cpp/h 2023-06-30 17:15:49 +02:00
Henrik Rydgård 7cc8c6cea4 OSD: Add semantics, move the the OSD state to common (while keeping the renderer in the UI). 2023-06-20 14:40:46 +02:00
Henrik Rydgård def09bf575 Update the uvscale uniform a bit more conservatively on framebuffer changes
Plus fixes a few minor oversights

Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård bb6d696a84 Merge the tex "ubershader" uniforms into one for convenience 2023-05-25 10:19:01 +02:00
Henrik Rydgård f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00
Henrik Rydgård ee6234ecb6 I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer.

Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00
Henrik Rydgård d586ec0d5e Don't create Host objects except in headless/unittest 2023-03-25 10:47:01 +01:00
Henrik Rydgård 9e125eeba7 Remove NotifyUserMessage from Host 2023-03-25 10:32:09 +01:00
Unknown W. Brackets 9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Henrik Rydgård c74f5b2189 Prepare for unifying more stuff 2023-02-25 16:01:32 +01:00
Henrik Rydgård 99e6fd62f7 Remove a baffling depth offset I don't quite get 2023-02-11 14:41:25 +01:00
Henrik Rydgård a2c9491a06 Remove a division by 0 that I hadn't noticed before. 2023-02-11 13:27:44 +01:00
Henrik Rydgård d65dae7185 Depth scale functions: Clean up the naming, add a failing test 2023-02-10 14:57:45 +01:00
Henrik Rydgård 7635c4447c Oops, apply the alpha fix for D3D9 and OpenGL too.
See #16875
2023-02-03 08:51:35 +01:00
Henrik Rydgård 1c8e456c97 Also apply this to OpenGL and D3D9 2023-01-11 19:29:02 +01:00
Henrik Rydgård c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård 0a6d226ddc Remove the unused bool utilities 2023-01-10 10:25:41 +01:00
Henrik Rydgård 00c44ea799 Get rid of the bool, not worth it. 2023-01-10 10:23:29 +01:00
Henrik Rydgård 7df9545195 Fix D3D9 uniform update 2023-01-10 09:42:54 +01:00
Henrik Rydgård d4ce134292 Shader generator: Move FS_TEX_ALPHA to a uniform bool.
Part of #16567
2023-01-10 09:42:54 +01:00
Henrik RydgårdandGitHub 10dee90c83 Merge pull request #16628 from hrydgard/remove-fog-fshader-flag
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 11:01:19 +01:00
Henrik Rydgård 5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +01:00
Henrik Rydgård 26c748f959 Make fog-enable driven by uniform instead of fragment shader flag bit 2023-01-04 10:14:11 +01:00
Henrik Rydgård f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
Unknown W. Brackets 49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Unknown W. Brackets 3e77cb1475 D3D9: Support old-style user clip planes.
This fixes negative Z issues on D3D9 in many cases, such as #14168
and #16574, but only when clip planes are supported.
2022-12-18 11:04:33 -08:00
Unknown W. Brackets a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård cd0acec3f0 Crashfix the other backends 2022-12-02 13:49:28 +01:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
Henrik Rydgård e828df9f25 Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType). 2022-09-08 00:32:03 +02:00
Henrik Rydgård b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård d0cdb360fd Remove the DX9 namespace, for consistency with the other backends 2022-08-16 21:49:16 +02:00
Henrik Rydgård 08e2d951b4 State handling reordering in D3D11 and D3D9 backends. 2022-08-05 23:07:01 +02:00
Henrik Rydgård c158414858 Give the mip bias its own uniform flag. 2022-07-31 10:43:48 +02:00
Henrik Rydgård fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Henrik Rydgård f87b4cf232 Implement 3D textures for D3D9 as well 2022-07-31 10:43:48 +02:00
Unknown W. Brackets 2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård 3bf6b140c7 Don't forget to check for bufferedRendering before enabling screen rotation in the shader. 2021-10-31 13:35:13 +01:00
Unknown W. Brackets b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00
Unknown W. Brackets 24011c3754 GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00