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2024-10-05VideoBackends:Vulkan: Increase VMA Vulkan Version to 1.2TellowKrinkle
We now use Vulkan 1.2 if available
2024-10-05Merge pull request #13050 from TellowKrinkle/HKIsNotMVKJMC47
Vulkan: Don't do MoltenVK things on Asahi Linux
2024-10-02VideoBackends:Vulkan: Wait until we've confirmed a successful ↵TellowKrinkle
AcquireNextImage before marking semaphores used
2024-10-02VideoBackends:Vulkan: Don't try to present if swapchain acquire failedTellowKrinkle
2024-09-05VideoBackends:Vulkan: Use Vulkan 1.2 driverID to detect MoltenVKTellowKrinkle
Previously we'd assume all Apple GPUs were MoltenVK, including those running on Asahi Linux with open source Honeykrisp drivers.
2024-09-05VideoBackends:Vulkan: Consolidate feature checking into one structTellowKrinkle
2024-08-28vulkan: Add line number to vulkan error loggerAli Homafar
This is a minor improvement to add line numbers to the LOG_VULKAN_ERROR define. Basically error logs for Vulkan will now look like: ``` // This 25:03:347 VideoBackends/Vulkan/VulkanLoader.cpp:247 E[Video]: (WaitForCommandBufferCompletion:278) vkWaitForFences failed: (2: VK_TIMEOUT) // Instead of 15:45:154 VideoBackends/Vulkan/VulkanLoader.cpp:247 E[Video]: (WaitForCommandBufferCompletion) vkWaitForFences failed: (2: VK_TIMEOUT) ```
2024-07-06Properly link against xxhashTellowKrinkle
Things using dolphin_find_optional_system_library need to link against the name used there or they won't work with both the system and bundled cases
2024-06-22Migrate Vulkan-Headers to submodule and update to v1.3.288Luis Condes Diaz
2024-05-21Merge pull request #12537 from TellowKrinkle/MTLSubgroupAdmiral H. Curtiss
VideoCommon: More specific subgroup op bugs
2024-04-04Fix out of bounds accesses for invalid vertex component formatsPokechu22
On all platforms, this would result in out of bounds accesses when getting the component sizes (which uses stuff from VertexLoader_Position.h/VertexLoader_TextCoord.h/VertexLoader_Normal.h). On platforms other than x64 and ARM64, this would also be out of bounds accesses when getting function pointers for the non-JIT vertex loader (in VertexLoader_Position.cpp etc.). Usually both of these would get data from other entries in the same multi-dimensional array, but the last few entries would be truly out of bounds. This does mean that an out of bounds function pointer can be called on platforms that don't have a JIT vertex loader, but it is limited to invalid component formats with values 5/6/7 due to the size of the bitfield the formats come from, so it seems unlikely that this could be exploited in practice. This issue affects a few games; Def Jam: Fight for New York (https://bugs.dolphin-emu.org/issues/12719) and Fifa Street are known to be affected. I have not done any hardware testing for this PR specifically, though I *think* I previously determined that at least a value of 5 behaves the same as float (4). That's what I implemented in any case. I did previously determine that both Def Jam: Fight for New York and Fifa Street use an invalid normal format, but don't actually have lighting enabled when that normal vector is used, so it doesn't change rendering in practice. The color component format also has two invalid values, but VertexLoader_Color.h/.cpp do check for those invalid ones and return a default value instead of doing an out of bounds access.
2024-01-28VideoCommon: Post to analytics when bug is overriddenTellowKrinkle
2024-01-28VideoBackends:Multiple: Split up BUG_BROKEN_SUBGROUP_OPSTellowKrinkle
We now use subgroup ops for more than just a minor performance optimization
2024-01-05VKGfx: Don't panic for VK_SUBOPTIMAL_KHRMartino Fontana
2024-01-03Revert "VideoCommon: revert max pixel shader samplers back to 8 for Android ↵iwubcode
devices." This reverts commit 79648e1c24eac81f54365bbcb6dbc49ad6b16b1c.
2023-12-21VideoCommon: revert max pixel shader samplers back to 8 for Android devices.iwubcode
It was reported that some games (Zelda Wind Waker and Zelda Twilight Princess but others may also exhibit the issue) have graphical issues with the max pixel samplers set to 16 on some Android devices (ex: Pixel6); since this was increased for a performance heavy feature (custom shaders) just disable it for now. In the future, this could be handled more elegantly
2023-12-17Merge pull request #12370 from iwubcode/more_samplersMai
VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16
2023-12-15VideoBackends / VideoCommon: add type enum to dictate whether a texture is a ↵iwubcode
2D texture, a texture array, or a cube map; support 2D texture type across backends Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
2023-12-10VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16, ↵iwubcode
this allows us to support more samplers than the native Wii/GC
2023-12-09VideoCommon: Use std::span for BoundingBox::Write()Lioncash
Crosses off a lingering TODO. Also amends a few nearby cases where a u32 cast was being repromoted to size_t.
2023-11-26Vulkan: use EnumMap for blend factor luts (NFC)Tillmann Karras
2023-10-06VideoCommon: avoid Vulkan validation errors when custom shader ubo isn't set upiwubcode
Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
2023-10-06VideoBackends / VideoCommon: add new uniform buffer object for custom shader ↵iwubcode
materials (slot 3, geometry shader buffer moves to slot 4 if available)
2023-07-21VideoBackends: add support for cube maps for OGL, Vulkan, and D3Diwubcode
2023-07-01Merge pull request #11923 from iwubcode/multi-texture-compute-supportAdmiral H. Curtiss
VideoBackends: support multiple compute images for some backends
2023-06-29VKGfx: Add parentheses around ambiguous if statements.Admiral H. Curtiss
2023-06-28VideoBackends: support multiple compute images for some backends (D3D, OGL, ↵iwubcode
Vulkan)
2023-06-19Video: implement color correction to match the NTSC and PAL color spaces ↵Filoppi
(and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-18Video: fix Vulkan RGBA10_2 format to the actual most common one (used as ↵Filoppi
swapchain format)
2023-06-17EnumUtils: Add Common::ToUnderlyingget
Mirrors the C++23 <utility> function, std::to_underlying
2023-06-11VideoBackends:Vulkan: Allow loading custom drivers on AndroidRobin Kertels
... using libadrenotools
2023-06-09Merge pull request #11699 from Pokechu22/gl-check-maximum-samplesAdmiral H. Curtiss
OpenGL: Check the list of supported AA modes instead of hardcoding
2023-06-09Merge pull request #11859 from iwubcode/backend-multi-outputAdmiral H. Curtiss
VideoBackends: add support to allow rendering to multiple output targets
2023-06-08VideoCommon: Pass WindowSystemInfo to InitBackendInfoPokechu22
2023-06-08Video: add R10B10G10A2 and R16G16B16A16F texture types (needed by PR 11850)Filoppi
2023-06-03VideoBackends: add support to allow rendering to multiple output texturesiwubcode
2023-04-19Common/LinearDiskCache: Move interface into Common namespaceLioncash
Gets the interface out of the global namespace.
2023-04-04Merge pull request #11417 from K0bin/vk-submit-thread-cleanupPierre Bourdon
VideoBackends:Vulkan: Clean up submission thread using WorkQueueThread
2023-03-24Vulkan: Enable subgroupShuffle.degasus
It is used as workaround for the missing subgroupBroadcastDynamicId flag on SPIR-V < 1.5.
2023-03-20VideoBackends:Vulkan: Use WorkQueueThreadRobin Kertels
2023-03-20VideoBackends:Vulkan: Clean up submission thread BlockingLoop usageRobin Kertels
2023-03-14Divide by MSAA for PerfQuery in all backends.Admiral H. Curtiss
2023-02-17Merge pull request #11577 from JosJuice/android-armeabi-v7aMarkus Wick
Android: Fix armeabi-v7a build
2023-02-17Android: Fix armeabi-v7a buildJosJuice
This very much isn't a build configuration that we're going to ship, but I want to be able to tell people that they can build it on their own if they really want to see how terribly it performs :) Just like before, you'll need to edit two lines in app/build.gradle to define ENABLE_GENERIC=ON and actually enable armeabi-v7a if you want an armeabi-v7a build. This commit just fixes some compilations errors that crop up if you do so.
2023-02-16VideoBackends:Vulkan: Fix printing validation errorsRobin Kertels
2023-02-13Merge pull request #11550 from iwubcode/set_common_samplers_countScott Mansell
VideoCommon: add constant value for maximum number of pixel samplers
2023-02-10Merge pull request #11523 from degasus/OGL_KHR_subgroupJMC47
VideoBackend/OGL: Prefer KHR_shader_subgroup over NV_shader_thread.
2023-02-10VideoCommon: add constant value to set the allowed maximum number of pixel ↵iwubcode
samplers
2023-02-09VideoBackend/OGL: Prefer KHR_subgroup over NV_shader_thread.degasus
While the NV extension is totally fine, the KHR extension should be able to support more hardware. For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years. For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension. For Intel, the KHR is also supported for some years.
2023-02-09VideoCommon: store the configuration used to create the AbstractPipeline on ↵iwubcode
the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration