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path: root/Source/Core/VideoBackends/Vulkan
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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
2023-02-09Merge pull request #11522 from phire/KillRendererWithFireScott Mansell
Kill Renderer (with phire)
2023-02-09Apply suggestions from code reviewScott Mansell
Co-authored-by: Mai <mathew1800@gmail.com> Co-authored-by: BhaaL <bhaalsen@gmail.com> Co-authored-by: iwubcode <iwubcode@users.noreply.github.com>
2023-02-09Lint fixesScott Mansell
2023-02-09Move xfb tracking and IR scaling out of RenderBaseScott Mansell
2023-02-09Refactor ClearRegionScott Mansell
And fix bug where opengl was getting the wrong coordinates
2023-02-01Merge pull request #11501 from iwubcode/abstract_texture_load_specify_layerScott Mansell
VideoBackends: add a way to load data into a specific level AND layer
2023-01-31Cleanup headersScott Mansell
2023-01-31Also use events for config changedScott Mansell
2023-01-31Add virtual Initialize() to PerfQueryBaseScott Mansell
Both DX12 and Vulkan already had one.
2023-01-31Fix misnamed local variableScott Mansell
2023-01-31Implement AbstractGfx for VulkanScott Mansell
2023-01-31Move Presenting, Dumping and ImGui out of RendererScott Mansell
2023-01-31TextureCache: Refactor with smart pointersScott Mansell
The whole ownership model was getting a bit of a mess, with a some of special cases to deal with. And I'm planning to make it even more complex in the future. So here is some upfront work to convert it over to reference counted pointers.
2023-01-30Merge pull request #11507 from phire/Wnullablitly-completenessAdmiral H. Curtiss
Ignore nullability-completeness warnings in VMA
2023-01-30Ignore nullability-completeness warnings in VMAScott Mansell
These cause a lot of warnings when compiling with clang. And the example VmaUsage.h appears to disable them