| Age | Commit message (Collapse) | Author |
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Fixes a major preformance regression in Skies of Arcadia during
battle transisions.
I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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This flag is not in use at all.
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This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
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VideoCommon: Workaround Intel OS X bug again
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Right now, it's possible that x and y are scaled differently, if efb and xfb size are not the same.
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This reverts commit 1f1b127b69e47728593e8174d4ed8883622792a5.
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Partial updates for paletted textures
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Fix Metroid: Other M
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This regression did only happen on OpenGL ES.
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PixelShaderGen: Move constant multiplication to constant generation.
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This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
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mimimi085181/remove-use-only-once-restriction-partial-updates
Remove the restriction to use efb copies only once as partial update
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Also changed a few functions to be static.
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No need to do this within the shader per pixel if it can be done once.
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This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.
It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
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Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.
AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.
Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
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I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.
Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
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Fix D3D Forced Anisotropy
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Workaround OS X video driver bug #24983074
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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mimimi085181/partial-updates-with-parts-of-efb-copies
Partial texture updates with parts of efb copies
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Fix a few asserts in the VertexShaderGen.
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- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
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CustomTextures: Fix loading of the last mipmaps.
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VideoBackend: Remove extraneous shifts from indirect texture lookups
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OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
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Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
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Properly Handle Video Dumping from Power On
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Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
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Non-square textures still have mipmaps down to 1x1.
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Fix building with PCH disabled.
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As confirmed by a hardware test if we are using the texgen type of COLOR_STRGBC0/STRGBC1 then it sets the texture coordinates to those values
regardless of what the input form or source row is.
Thanks to Ornox for testing again
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Thanks to Ornox for testing
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Removes a couple asserts in the vertex shader gen when dealing with the input form.
Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0
The other input form available is AB11, which sets the last two components to 1.0 (Theoretically).
No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences.
Confirmed correct by hardware test
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This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
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mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
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VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
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