| Age | Commit message (Collapse) | Author |
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Don't set cached array bases to invalid pointers. If a game tries to set
an invalid base just keep the old one, which might cause game problems
but won't crash the emulator.
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Add a minimum value for the automatic size of the performance metrics
graph. The graph can still be manually resized smaller than this limit.
This prevents the graph from automatically resizing itself to be too
small to contain the full graph and legend, which happened when using
native resolution with `Auto-Adjust Window Size` enabled.
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Fix a bug causing the performance graph to not resize when the render
window changed size:
* When changing the render window size during emulation the performance
graph wouldn't update its size until the next emulation session.
* When changing the render window size with no emulation active (by
changing the Internal Resolution with Auto-Adjust Window Size enabled)
the performance graph wouldn't update its size until the second
emulation session after the change.
Before explaining why the bug happened, here are some details about Dear
ImGui (henceforth ImGui) for context:
* In order to allow programs to specify initial ImGui window sizes while
also allowing the user to resize them, `SetNextWindowSize` takes a
flag from the `ImGuiCond_` enum specifying under what circumstances
that function should actually have any effect.
* ImGuiCond_FirstUseEver causes ImGui to only apply the command when the
window doesn't have any saved size information for that session or in
the ini file specified by `ImGui::GetIO().IniFilename`. Since we set
that filename to `nullptr`, in practice the resize command is applied
on the first frame of each ImGui/emulation session.
* Qt saves the most recent size of the render window across emulation
(and even Dolphin) sessions, which is then used to set the initial
value of `ImGui::GetIO().DisplaySize` in the next emulation session.
* It takes multiple frames for the size of the render window to update
when changed by setting the internal resolution. This means that
`ImGui::GetIO().DisplaySize` will have a stale value in the
intervening frames, and specifically for the first few frames of
emulation if the resolution was changed beforehand.
When changing the resolution during emulation the call to
`SetNextWindowSize` had no effect because of the
`ImGuiCond_FirstUseEver` flag. `DisplaySize` would be updated several
frames later, and then the next emulation session would update the graph
size on its first frame.
When changing the resolution outside emulation and then starting a game,
the call to SetNextWindowSize on the first frame took effect but used
the stale value of `DisplaySize`. `DisplaySize` would be updated a few
frames later, but the graph wouldn't be resized until the first frame of
the second emulation session.
This commit fixes the issue by using the `ImGuiCond_Always` flag in the
performance graph's call to `SetNextWindowSize` when the render window
size changes.
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Add vertical padding between the performance graph (when it's enabled)
and the FPS/VPS/Speed overlays.
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Update Comments Based On Hardware Test
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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This improves my PC's performance on RS2 Hoth by... 0.1% or so, which I
think is within the margin of error. But this change also cuts down on
boilerplate.
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TextureCacheBase::LoadImpl has a hot path where the passed-in
TextureInfo never gets used. Instead of passing in a TextureInfo, let's
pass in the stage and create the TextureInfo from the stage if needed.
This unlocks somewhere above an additional 4% performance boost in the
Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it
difficult for me to measure, so treat this as a very approximate number.
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Fix various typos and spelling mistakes
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c++23: Replace Common::ToUnderlying with std::to_underlying
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The TextureInfo constructor creates a vector of MipLevels. This could be
good for performance if MipLevels are accessed very often for each
TextureInfo, but that's not the case. Dolphin creates thousands of
TextureInfos per second that it never accesses the mipmap levels of
because there's a hit in the texture cache, and in the uncommon case of
a texture cache miss, the mipmap levels only get looped through once.
To make the common case of texture cache hits as fast as possible, let's
not create a vector in the TextureInfo constructor. This commit
implements a custom iterator for MipLevels instead.
In my testing on the Death Star level of Rogue Squadron 2, this speeds
up TextureInfo::FromStage by 200%, giving an overall emulation speedup
of a bit over 1%. Results on the Hoth level are even better, with
TextureInfo::FromStage being close to 300% faster and overall emulation
being over 4% faster. (Single core, no GPU texture decoding.)
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Requires at least GCC 11, Clang 13, MSVC 19.30 (VS2022 17.0), or AppleClang 13.1.6 (XCode 13.3).
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`samplers` is a member defined in ShaderAsset.h
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VideoCommon: clear all compiler work when resource manager shuts down
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CustomPipeline: Remove unused functions
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VideoCommon: Fix ShaderResource init order warning
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for d3d
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VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading
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mingw: replace usages of SendMessage due to clash with existing function
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VideoCommon: Add setting to limit immediate swaps to one per VI.
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VideoCommon: fix MaterialAsset so that boolean parameters are written properly
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VideoCommon: add method to async shader compiler to clear pending/completed work, use on shutdown
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VideoCommon: avoid assuming global state exists for 'EndUtilityDrawing'
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Core: Eliminate FreeLookConfig by putting the "active config" within FreeLookCamera.
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Checked on hardware that this bias was not added because I had assumed the other way around would be true, forgot to ask about making a PR for this when I initially had done so
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texture(+sampler) resource to show the complexities that warrant the resource manager system
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ship built-in custom shaders in the future
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invalid textures for when a texture isn't provided for a custom asset
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function, add a way to hash the pipeline (using the vertex declaration instead of the native vertex format)
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resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system. An example is a 'material'. A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is. There will be a 'material' resource. For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.
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'IsAnisotropicEnhancementSafe' in TextureCacheBase
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VideoCommon: update ShaderAsset to use a vector of properties
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Add "Rush Frame Presentation" and "Smooth Early Presentation" settings.
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ensure the order of these properties match the order of the material
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in the shader source, this just makes it more difficult to iteratively test changes, assume shader devs know what they are doing
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AsyncShaderCompiler, let type deduction do its thing and improve readability
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work (used on shutdown), this will in turn clear up any resources that the worker items may have held onto
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memory as integers, matching the format internally expected by shaders
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last stored viewport/scissor rect instead
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Common and VideoCommon: Silence a few warnings.
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