Commit Graph

20895 Commits

Author SHA1 Message Date
JosJuice 081cad709a Merge pull request #4046 from CharlesCorrin/master
GameSettings - Fix flickering cutscenes in Castlevania - The Adventure ReBirth
2016-08-30 18:27:52 +02:00
Jules Blok 9c51b2748b Merge pull request #4158 from Armada651/null-texture
TextureCacheBase: Handle textures loaded from address 0x0.
2016-08-30 16:49:34 +02:00
Jules Blok 92920c4005 TextureCacheBase: Address 0x0 is valid, don't you dare ignore it. 2016-08-30 16:45:49 +02:00
Scott Mansell efac0cf8fe Merge pull request #4156 from phire/interlaced_panic
VideoInterface: Fix panic alert on interlaced fields.
2016-08-29 23:10:55 +12:00
Scott Mansell c4786ad70e Merge pull request #4151 from phire/fix_lswx
Fix bug in interpreter's lswx. Was overwriting extra register.
2016-08-29 23:10:23 +12:00
Scott Mansell 17e64b75a5 VideoInterface: Fix panic alert on interlaced fields.
For some reason this was only showing up in video software.

Not sure why.
2016-08-29 23:08:23 +12:00
Scott Mansell fc2b0e0f45 Simplify lswx loop. 2016-08-29 22:57:37 +12:00
Scott Mansell fc969388f0 Merge pull request #4152 from aldelaro5/debugger-font-fix
Fix the Debugger font not appearing on the captions of panes
2016-08-29 11:17:59 +12:00
aldelaro5 cd515911c0 Fix the user font not appearing on the captions of panes
Both those in the code window and the ones that appears when the user select edit perpective.  The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
2016-08-27 21:29:03 -04:00
Jules Blok 916bfdedbf Merge pull request #4147 from Armada651/accurate-depth
GameSettings: Remove forced slow depth from fixed titles.
2016-08-28 01:59:31 +02:00
Scott Mansell 967c371d7a Zero case behaviour confirmed by hardware test
Modify comments to reflect this
2016-08-28 09:48:29 +12:00
Scott Mansell ab3eedcc33 While I'm here, stswx should wrap too. 2016-08-27 14:15:43 +12:00
Scott Mansell 5b47635b3f Fix bug in interpreter's lswx. Was overwriting extra register.
When n was a multiple of 4, the old implementation would overwrite
the following register with 0.

This was causing Not64 to crash.

Thanks to Extrems for spotting this.
2016-08-27 14:15:42 +12:00
Jules Blok 35a270d2a8 TextureConversionShader: Don't use the float specifier in shader code. 2016-08-24 17:42:32 +02:00
Jules Blok 6c82469662 GameSettings: Remove forced slow depth from fixed titles. 2016-08-24 17:39:47 +02:00
Scott Mansell 0fbf72cbf1 Merge pull request #4140 from Armada651/ww-depth
D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
Jules Blok 8170092364 Merge pull request #4139 from Armada651/dbz-depth
OGL: Handle cases where reversed depth is already used.
2016-08-23 16:23:58 +02:00
Jules Blok f7987017a0 PixelShaderManager: Use signed integers for the depth range parameters. 2016-08-23 15:54:05 +02:00
Jules Blok a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
Scott Mansell 92f165d756 Merge pull request #4144 from aldelaro5/debugger-insertInstruction-fix
Invalidate the icache when inserting a nop or a BLR
2016-08-24 00:22:24 +12:00
aldelaro5 cc7aa73081 Invalidate the icache when inserting a nop or BLR
Also schedule an event to invalidate it if the emu thread is running.
2016-08-23 07:37:54 -04:00
aldelaro5 47d1b07abb Add a thread safe variant of invalidating the icache
This is used by the next commit.
2016-08-23 07:37:41 -04:00
Jules Blok 65472260d8 D3D: Correctly invert the viewport depth range. 2016-08-23 09:57:11 +02:00
Markus Wick 52af0770c3 Merge pull request #4141 from lioncash/vtx
VertexManagerBase: Get rid of static state
2016-08-23 07:33:25 +02:00
Lioncash 2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Markus Wick 8d186a468f Merge pull request #4136 from Helios747/custom_textures_hotkey
[Hotkey] Added custom textures toggle
2016-08-22 16:59:01 +02:00
Markus Wick 8177eddd68 Merge pull request #4125 from leoetlino/fix-iterate-crash
InputConfigDiag: Fix a segfault caused by missing check
2016-08-22 16:58:14 +02:00
Markus Wick 09b955fbdd Merge pull request #4133 from lioncash/hle
HLE_OS: Return string from GetStringVA by value
2016-08-22 16:53:53 +02:00
Markus Wick 10d20d47aa Merge pull request #4132 from lioncash/enum-fifo
Fifo: Make SyncGPUReason an enum class
2016-08-22 16:49:40 +02:00
Markus Wick 3156e8590b Merge pull request #4122 from EmptyChaos/tas-sticky
TASInputDlg: Fix inputs "sticking" after closing (Issue 9748)
2016-08-22 16:27:24 +02:00
Lioncash 1392efa91d VertexManagerBase: Get rid of static behavior 2016-08-21 23:30:38 -04:00
Anthony Serna 9e40fa2657 [Hotkey] Added custom textures toggle 2016-08-19 23:14:56 -05:00
Scott Mansell f1964f90d6 Merge pull request #4129 from RisingFog/hahahahahahahahahaha
Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
Chris Burgener da0204a85c Fix a really stupid GLSL version parsing bug 2016-08-19 08:53:27 -04:00
JosJuice 31c530c7b3 Merge pull request #3386 from lioncash/memory
Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
Lioncash e0c9c9b3ca HLE_OS: Return string from GetStringVA by value
No real point to using an out parameter for something like this.
2016-08-19 00:31:54 -04:00
Lioncash 5635d4b709 Fifo: Make SyncGPUReason an enum class 2016-08-18 22:35:58 -04:00
Jules Blok 40f4308dc2 Merge pull request #4085 from Armada651/vertex-depth
VideoCommon: Implement depth range equation in vertex shader.
2016-08-19 02:11:37 +02:00
Jules Blok e86d7cbc99 OGL: Workaround gl_ClipDistance bug on Mesa i965. 2016-08-18 01:08:39 +02:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok 959d1879e5 VertexShaderGen: Fix far clipping.
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +02:00
Jules Blok afa251af42 DriverDetails: Add bug for broken gl_ClipDistance on i965. 2016-08-15 13:11:28 +02:00
Jules Blok 94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok 6e2052fae6 OGL: Disable clip distance on when not in a game-like state. 2016-08-15 13:11:27 +02:00
Jules Blok 9596ec8971 GeometryShaderGen: Pass-through clipping distance. 2016-08-15 13:11:27 +02:00
Jules Blok a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok 4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00