Commit Graph

70 Commits

Author SHA1 Message Date
Steveice10 82294425e3
build: Add flags to toggle specific renderer backends. (#7375) 2024-01-21 23:29:46 -08:00
GPUCode 2bb7f89c30
video_core: Refactor GPU interface (#7272)
* video_core: Refactor GPU interface

* citra_qt: Better debug widget lifetime
2023-12-28 11:46:57 +01:00
Steveice10 4220f69c06
renderer/opengl: Deduce GLES from actual driver in use. (#7056) 2023-10-10 12:52:47 -07:00
GPUCode dfa2fd0e0d
Add vulkan backend (#6512)
* code: Prepare frontend for vulkan support

* citra_qt: Add vulkan options to the GUI

* vk_instance: Collect tooling info

* renderer_vulkan: Add vulkan backend

* qt: Fix fullscreen and resize issues on macOS. (#47)

* qt: Fix bugged macOS full screen transition.

* renderer/vulkan: Fix swapchain recreation destroying in-use semaphore.

* renderer/vulkan: Make gl_Position invariant. (#48)

This fixes an issue with black artifacts in Pokemon games on Apple GPUs.
If the vertex calculations differ slightly between render passes, it can
cause parts of model faces to fail depth test.

* vk_renderpass_cache: Bump pixel format count

* android: Custom driver code

* vk_instance: Set moltenvk configuration

* rasterizer_cache: Proper surface unregister

* citra_qt: Fix invalid characters

* vk_rasterizer: Correct special unbind

* android: Allow async presentation toggle

* vk_graphics_pipeline: Fix async shader compilation

* We were actually waiting for the pipelines regardless of the setting, oops

* vk_rasterizer: More robust attribute loading

* android: Move PollEvents to OpenGL window

* Vulkan does not need this and it causes problems

* vk_instance: Enable robust buffer access

* Improves stability on mali devices

* vk_renderpass_cache: Bring back renderpass flushing

* externals: Update vulkan-headers

* gl_rasterizer: Separable shaders for everyone

* vk_blit_helper: Corect depth to color convertion

* renderer_vulkan: Implement reinterpretation with copy

* Allows reinterpreteration with simply copy on AMD

* vk_graphics_pipeline: Only fast compile if no shaders are pending

* With this shaders weren't being compiled in parallel

* vk_swapchain: Ensure vsync doesn't lock framerate

* vk_present_window: Match guest swapchain size to vulkan image count

* Less latency and fixes crashes that were caused by images being deleted before free

* vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus

* Resolves crashes when async shader compilation is enabled

* vk_rasterizer: Bump async threshold to 6

* Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders

* android: More robust surface recreation

* renderer_vulkan: Fix dynamic state being lost

* vk_pipeline_cache: Skip cache save when no pipeline cache exists

* This is the cache when loading a save state

* sdl: Fix surface initialization on macOS. (#49)

* sdl: Fix surface initialization on macOS.

* sdl: Fix render window events not being handled under Vulkan.

* renderer/vulkan: Fix binding/unbinding of shadow rendering buffer.

* vk_stream_buffer: Respect non coherent access alignment

* Required by nvidia GPUs on MacOS

* renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51)

* renderer_vulkan: Port some recent shader fixes

* vk_pipeline_cache: Improve shadow detection

* vk_swapchain: Add missing check

* renderer_vulkan: Fix hybrid screen

* Revert "gl_rasterizer: Separable shaders for everyone"

Causes crashes on mali GPUs, will need separate PR

This reverts commit d22d556d30.

* renderer_vulkan: Fix flipped screenshot

---------

Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-13 01:28:50 +03:00
GPUCode 7edc86a9bc
code: Remove outdated comment style (#6640) 2023-06-25 15:22:41 +05:30
GPUCode 9b82de6b24
Refactor software renderer (#6621) 2023-06-24 00:59:18 +02:00
Vitor K 34de77d429
Various miscelaneous changes (#6496) 2023-05-03 17:24:10 +02:00
GPUCode 227926c1fa
Remove remnants of separable shader setting (#6403) 2023-04-26 00:19:02 +02:00
GPUCode ffc95eb59b
Frontend PR fixes (#6378)
* citra_qt: Check if renderer is null

* core: Fix dynarmic use-after-free error

* bootmanager: Add current context check in DoneCurrent

* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions

* externals: Correct glad readme

* common: Log renderer debug setting

* citra: Make lambda lower case

* Consistency with review comments on the PR

* video_core: Kill more global state

* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
2023-03-30 14:24:49 +03:00
GPUCode b5d6f645bd
Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 14:29:17 +03:00
GPUCode 48ee112ceb
Add per game configuration options (#6187)
* common: Move settings to common from core.

- Removes a dependency on core and input_common from common.

* code: Wrap settings values

* Port from yuzu to allow per game settings

* citra_qt: Initial per-game settings dialog

* citra_qt: Use new API for read/save of config values

* citra_qt: Per game audio settings

* citra_qt: Per game graphics settings

* citra_qt: Per game system settings

* citra_qt: Per game general settings

* citra_qt: Document and run clang format

* citra_qt: Make icon smaller and centered

* citra_qt: Remove version number

* Not sure how to extract that, can always add it back later

* citra_qt: Wrap UISettings

* citra_qt: Fix unthottled fps setting

* citra_qt: Remove margin in emulation tab

* citra_qt: Implement some suggestions

* Bring back speed switch hotkey

* Allow configuration when game is running

* Rename/adjust UI stuff

* citra_qt: Fix build with separate windows

* citra_qt: Address feedback

* citra_qt: Log per-game settings before launching games

* citra_qt: Add shader cache options

* Also fix android build

* citra_qt: Add DLC menu option

* citra_qt: Run clang-format

* citra_qt: Adjust for time offset

* citra_qt: Implement suggestions

* Run clang-format

Co-authored-by: bunnei <bunneidev@gmail.com>
2022-12-08 13:27:25 +02:00
Ameer J f44c95d638
Add "Separate Windows" LayoutOption (#6177) 2022-11-17 16:37:30 +01:00
B3n30 922a5f738a fix typo; updated comment about apples bad driver 2020-04-18 15:55:19 +02:00
B3n30 1e54f27cde Add flag to disable seperable shaders for osx Intel GPUs. Default is false 2020-04-18 13:37:58 +02:00
Hamish Milne 828f88d20a Merge branch 'master' into feature/savestates-2 2020-04-12 11:24:06 +01:00
Hamish Milne 7ff985cef9 Fixed TAS movie serialization 2020-04-06 21:23:39 +01:00
Marshall Mohror f14e973a27
Texture Filtering v2 (#5166)
* video_core/renderer_opengl: Move SurfaceParams into its own file

Some of its enums are needed outside of the rasterizer cache
and trying to use it caused circular dependencies.

* video_core/renderer_opengl: Overhaul the texture filter framework

This should make it less intrusive.
Now texture filtering doesn't have any mutable global state.
The texture filters now always upscale to the internal rendering resolution.
This simplifies the logic in UploadGLTexture and it simply takes the role of BlitTextures at the end of the function.
This also prevent extra blitting required when uploading to a framebuffer surface with a mismatched size.

* video_core/renderer_opengl: Use generated mipmaps for filtered textures

The filtered guest mipmaps often looked terrible.

* core/settings: Remove texture filter factor

* sdl/config: Remove texture filter factor

* qt/config: Remove texture filter factor
2020-04-02 22:42:50 -05:00
Hamish Milne 7049af744f Merge remote-tracking branch 'upstream/master' into feature/savestates-2 2020-03-28 12:33:21 +00:00
Marshall Mohror a7d3489dc9
video_core: add texture filtering (#5017)
video_core: add texture filtering
2020-03-16 09:42:05 -05:00
Hamish Milne 7b846ffa98 clang-format fixes 2020-02-13 17:39:15 +08:00
Hamish Milne 6f00976ab5 video_core serialization 2020-02-13 17:34:16 +08:00
James Rowe 4e9ec4efd0 Add shader disk caching 2020-01-15 19:58:33 -07:00
tywald aad8261534 Remove 'Accurate Geometry Shader' setting, default behavior is as it was turned on. 2019-08-12 02:55:14 +02:00
xperia64 8131bd32e3 renderer_opengl: Add support for custom shaders (#4578)
* Add Anaglyph 3D

Change 3D slider in-game

Change shaders while game is running

Move shader loading into function

Disable 3D slider setting when stereoscopy is off

The rest of the shaders

Address review issues

Documentation and minor fixups

Forgot clang-format

Fix shader release on SDL2-software rendering

Remove unnecessary state changes

Respect 3D factor setting regardless of stereoscopic rendering

Improve shader resolution passing

Minor setting-related improvements

Add option to toggle texture filtering

Rebase fixes

* One final clang-format

* Fix OpenGL problems
2019-08-09 20:00:47 +02:00
Lioncash 6e22891761 core: Namespace EmuWindow
Gets the class out of the global namespace.
2019-04-21 14:16:16 +02:00
Weiyi Wang f409342ab5
Merge pull request #4613 from BreadFish64/gles5
video_core: add GLES support
2019-02-17 15:44:39 -05:00
ReinUsesLisp fc6e33d812 video_core: Sort predicate order to have semantically positive value first 2019-02-13 21:06:37 +01:00
SachinVin d63acfc1e9 video_core: add workarounds to enable GLES support
video_core: shorten GetGLSLVersionString

video_core: make GLES version and extensions consistent

video_core: move some logic to LoadShader

video_core: deduplicate fragment shader precision specifier
2019-02-12 16:57:18 -06:00
Weiyi Wang 8bb404c82a VideoCore: pass in memory system
currently set as global. Will change when videocore itself is wrapped as a class
2018-12-05 20:16:42 -05:00
zhupengfei 071b41cb61
citra_qt, video_core: Screenshot functionality
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
2018-11-30 14:14:41 +08:00
Tobias 46e8237e7e Port yuzu-emu/yuzu#1137: "renderer_opengl: Namespace OpenGL code" (#4423)
* renderer_opengl: Namespace OpenGL code

Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.

* Also namespace TextureCubeConfig
2018-11-16 23:29:10 -08:00
fearlessTobi f61c9c3eb7 video_core: Make global EmuWindow instance part of the base renderer …
…class

Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.

This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
2018-08-25 15:20:40 +02:00
fearlessTobi d1c5f01afe Add more verbose popups for video_core errors 2018-08-19 15:48:40 +02:00
zhupengfei 0c37140690 video_core: Allow changing background color while emulation is running
As @jroweboy stated, this is just one more atomic in VideoCore.
2018-08-04 15:11:51 +08:00
wwylele 7c5a76e58b log: replace all NGLOG with LOG 2018-06-29 14:18:07 +03:00
NarcolepticK 9ae70e733f video-core: Migrate logging macros (#3878)
* video-core: Migrate logging macros

* video-core: Fixed missed clang format

* video-core: Migrated LOG_GENERIC macro
2018-06-29 00:13:30 +03:00
wwylele 06815ec905 video_core: receive hardware shader settings 2018-05-14 10:17:35 +03:00
James Rowe b002511df0
citra-qt: Add customizable speed limit target (#3353)
citra-qt: Add customizable speed limit target

* Update SDL config for the new frame_limit option
* Made max lag time a function of target speed percent.
* Added a checkbox to enable/disable frame limiter
* UI: Prevent frame_limit from under/overflowing
* UI: Hide target speed percent when frame limiter is off
* Disable frame limit spin box when framelimit isn't enabled
2018-01-25 22:24:40 -07:00
bunnei 22ad9094e6 config: Add option for specifying screen resolution scale factor. 2017-01-07 03:23:22 -05:00
emmauss c4e4fa53d9 Implement Frame rate limiter (#2223)
* implement frame limiter

* fixes
2016-12-06 14:33:19 -05:00
Yuri Kunde Schlesner 84fbbe2629 Use negative priorities to avoid special-casing the self-include 2016-09-21 00:15:56 -07:00
Emmanuel Gil Peyrot ebdae19fd2 Remove empty newlines in #include blocks.
This makes clang-format useful on those.

Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00
Emmanuel Gil Peyrot dc8479928c Sources: Run clang-format on everything. 2016-09-18 09:38:01 +09:00
bunnei 08ad9b36d4 config: Add a setting for graphics V-Sync. 2016-08-29 21:42:30 -04:00
Emmanuel Gil Peyrot 691a42fe98 VideoCore: Run include-what-you-use and fix most includes. 2016-04-30 17:02:41 +01:00
tfarley e46d086189 Config: Add scaled resolution option 2016-04-21 17:27:48 -04:00
MerryMage a06dcfeb61 Common: Remove Common::make_unique, use std::make_unique 2016-04-05 13:31:17 +01:00
LittleWhite 4be68dddfb Improve error report from Init() functions
Add error popup when citra initialization failed
2016-03-08 22:05:25 +01:00
Lioncash 5e17a586da video_core: Make the renderer global a unique_ptr 2015-12-30 08:52:01 -05:00
Lioncash aec28ed91e video_core: Reorganize headers 2015-09-11 07:31:15 -04:00