Jules Blok
c21efa0cad
D3D: Move exclusive mode switching to UI thread.
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This prevents deadlocks when switching to exclusive mode.
And it also allows the CPU thread to block until we've completed the switch.
2016-11-11 20:36:04 +01:00
degasus
be29090aae
AVIDump: Add a struct for the state.
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So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
Markus Wick
9ce1cdde98
Merge pull request #4414 from linkmauve/single-newline
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Remove double newlines at the end of *_LOG messages
2016-11-02 12:20:46 +01:00
Emmanuel Gil Peyrot
c9e6b05ce9
Core: Remove double newlines at the end of *_LOG messages.
2016-11-02 02:09:33 +00:00
JosJuice
1081497cad
DiscIO/SConfig: Rename GetUniqueID to GetGameID
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We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Jules Blok
2536e37ec5
Merge pull request #4194 from Armada651/efb-source-format
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PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
Jules Blok
ab5054c34e
VideoBackends: Always enable dual-source blending if supported.
2016-10-10 17:32:51 +02:00
degasus
9f264c0872
AVIDump: Move CoreTiming into caller.
2016-10-10 12:03:18 +02:00
Markus Wick
a583d36c7f
Merge pull request #4326 from degasus/framedump
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Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
shuffle2
c8cb1fa7d7
Merge pull request #4319 from leoetlino/sysconf
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Don't read/store settings directly from/to SYSCONF (and fix config restore)
2016-10-09 02:34:52 -07:00
Markus Wick
a86b2c15d8
Merge pull request #4322 from Helios747/I_hate_features
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Remove Frameskip
2016-10-08 21:41:43 +02:00
degasus
64927a2f81
Renderer: Merge screenshot logic into VideoCommon.
2016-10-08 19:38:57 +02:00
anthony
b427ead0cc
Remove Frameskip
2016-10-08 11:49:51 -05:00
degasus
db0509560e
AVIDump: Hard code rgba.
2016-10-08 18:16:32 +02:00
degasus
0864ef4352
VideoCommon: Add custom stride for framedumping.
2016-10-08 15:44:54 +02:00
degasus
1ef5ba0c53
D3D: Skip redundant format convertions.
2016-10-08 15:40:49 +02:00
degasus
b5a91e1dfa
Framedumps: Add finish() function to limit memory lifetime.
2016-10-08 15:39:22 +02:00
degasus
ebc617882b
VideoCommon: Drop RepeatFrameDumpFrame helper.
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This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
Léo Lam
39fd6dcd5b
Fix missing includes
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Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
degasus
64b648f6c8
D3D: Use VideoCommon framedumping helpers.
2016-10-07 23:10:36 +02:00
Markus Wick
ef1bfc26b2
Merge pull request #4291 from degasus/shader_gen
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PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
Chris Burgener
43c48a6f48
Fix frame dumps on file close in certain situations
2016-10-04 09:26:23 -04:00
degasus
829fc8f0ad
PixelShaderGen: Drop dstAlphaMode constant in shader generation.
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It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Shawn Hoffman
86112c7258
VideoCommon: Minor changes
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Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
Stenzek
828aac7890
VideoBackends: Make TextureCache::CompileShaders return a bool
2016-10-01 01:09:12 +10:00
Stenzek
5346078791
VideoCommon: Add config fields for multithreading and validation layers
2016-10-01 01:09:12 +10:00
Markus Wick
cb759528e0
Merge pull request #3893 from hthh/perf-query-bug
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Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
Scott Mansell
f5c70a4b27
EFB2RAM: Downsample higher resolutions with linear filtering.
2016-09-07 11:17:32 +12:00
Lioncash
168e145fae
D3D: Remove unnecessary renderer global references
2016-08-31 14:17:22 -04:00
Scott Mansell
0fbf72cbf1
Merge pull request #4140 from Armada651/ww-depth
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D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
Jules Blok
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
Jules Blok
65472260d8
D3D: Correctly invert the viewport depth range.
2016-08-23 09:57:11 +02:00
Lioncash
2bf05a544d
VertexManager: Correct variable naming scheme
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Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Jules Blok
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
Jules Blok
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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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
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
Stenzek
bce8097712
D3D11: Support texture dumping of non-zero mipmap levels
2016-08-10 23:45:25 +10:00
Pierre Bourdon
d078c6cb35
Merge pull request #4073 from amaiorano/fix-d3d-debugobjectname
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Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rat…
2016-08-01 00:38:02 +02:00
amaiorano
2030a5e1b8
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
2016-07-31 10:48:09 -04:00
Lioncash
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
hthh
8be5717a60
Improve PerfQuery accuracy
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In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.
Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00
Chris Burgener
28a3691e70
Merge pull request #3930 from RisingFog/split_video_dump_resolution
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Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Chris Burgener
f31adf9635
Fix D3D crashes/issues
2016-06-27 10:13:17 -04:00
Léo Lam
1b71249562
D3D: Fix crash on start with BBox enabled
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Someone removed the BBox::Init(), causing crashes when BBox is enabled.
Fixes issue #9643 .
2016-06-27 12:45:00 +02:00
degasus
d79aeaa1e9
VideoCommon: Drop GetConfigName.
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We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
degasus
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
Scott Mansell
2f134c5c36
Remove the rest of ShaderDebugging.
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
Scott Mansell
95469ec225
Remove UID Checker.
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Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
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Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
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As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
Pierre Bourdon
43d0d692f9
Fix D3D12 headers missing includes.
2016-06-24 11:14:10 +00:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Stenzek
e169d54f3c
D3D11: Fix CPU EFB color reads when MSAA is enabled
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Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.
Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
Jules Blok
8a21b082d6
Merge pull request #3745 from stenzek/d3d11-texcache
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-04-24 11:47:32 +02:00
Lioncash
33c22ffab7
D3D: Amend code to fix a new VS warning
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Fixes warning C4334
2016-03-30 20:59:57 -04:00
Stenzek
53cf42fb06
D3D11: Fix some cases where render target switches desynced StateManager
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
2016-03-26 00:01:26 +10:00
Stenzek
63e4e07683
D3D11: Simplify MSAA depth texture resolving
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This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-26 00:00:39 +10:00
EmptyChaos
0b9a72a62d
VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
2016-03-24 13:43:29 +11:00
EmptyChaos
902e5cddf7
VideoBackends: Do not use Anisotropy on Point filtered textures.
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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.
2016-03-24 13:43:29 +11:00
Pierre Bourdon
961901daae
Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
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Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Chris Burgener
6fe3a3004d
Rename Direct3D to Direct3D 11
2016-02-16 22:43:21 -05:00
Lioncash
932dd14418
NativeVertexFormat: Add missing override specifier
2016-02-15 23:41:20 -05:00
Lioncash
69c82f32ff
NativeVertexFormat: Use in-class initialization
2016-02-15 23:40:34 -05:00
mimimi085181
bb4d636f34
Copy all layers of textures with CopyRectangleFromTexture
2016-02-14 21:17:06 +01:00
mimimi085181
99555a35ca
For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
Ryan Houdek
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
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Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
Lioncash
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
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This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
Lioncash
e187c55bdd
OpcodeDecoder: Add namespace
2016-01-24 01:31:36 -05:00
Lioncash
d9fec92628
VideoCommon: Header cleanup
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Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
Jules Blok
48b60649af
Merge pull request #3495 from Armada651/d3d-float
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D3D: Use a 32-bit floating point depth buffer.
2016-01-14 00:39:23 +01:00
degasus
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
degasus
0c92603fd5
Merge VideoBackendHardware into VideoBackend.
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And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
Jules Blok
8158d291aa
D3D: Use the full depth range for Z pokes.
2016-01-11 22:27:41 +01:00
Jules Blok
129975233f
D3D: Use a 32-bit floating point depth buffer.
2016-01-11 22:27:40 +01:00
Pierre Bourdon
e7fbd1fd50
Merge pull request #3439 from Armada651/depth-range
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Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
Ryan Houdek
3f15aa4b57
Add support for framedumping to OpenGL ES.
2016-01-09 00:21:20 -06:00
Pierre Bourdon
bf1c53a6e8
Merge pull request #3451 from RisingFog/libav
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Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-09 01:01:05 +01:00
Chris Burgener
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
degasus
ad1f7576ad
VideoConfig: Use "GFX.ini" for both D3D and OGL.
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They share the same format, so there is no need to separate their configs.
2016-01-06 21:43:11 +01:00
Jules Blok
8c3108b354
Render: Clamp the z range to the full range.
2016-01-03 15:39:34 +01:00
Lioncash
01f99a04a2
VideoBackend: Get rid of a boolean global
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Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Markus Wick
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
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D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
Scott Mansell
d8e5d8659e
TextureCache, fix an incorrect assert.
2015-12-29 14:25:31 +13:00
Markus Wick
aabcd441d9
Merge pull request #3381 from Armada651/revert-3076
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Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
2015-12-28 10:18:32 +01:00
Stenzek
5cb047f449
D3D: Fix compilation error on windows
2015-12-28 15:50:01 +10:00
Markus Wick
294bb75316
Merge pull request #3295 from stenzek/d3d-xfb-msaa
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D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
Stenzek
4d48a7abfc
D3D: Fix crash on startup/resize
2015-12-23 23:07:31 +10:00
Lioncash
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
Jules Blok
8bda12bcfd
Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
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This reverts commit 81414b4fa2
, reversing
changes made to b926061f64
.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
2015-12-23 00:35:19 +01:00
Lioncash
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
Lioncash
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
hdcmeta
50b9ab4541
Set g_vertex_manager to nullptr on DX11 backend shutdown.. OGL backend already does this
2015-12-20 17:02:36 -08:00
Stenzek
a61fc372bb
VideoCommon: Change PokeEFB to take a pointer rather than a vector
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This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
Stenzek
7b628c99ec
D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiB
2015-12-20 00:31:58 +10:00
degasus
e26d9f7c35
MSAA: Store samples in ini files.
2015-12-15 09:41:01 +01:00
Stenzek
5dcd3cd4fd
D3D: Fix crash when taking screenshot with crop enabled
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This was due to specifying negative source coordinates for the texture copy, which must lie within the bounds of the source and destination textures.
The behavior now is to clamp the copy region to [0 <= size <= backbuffer size], resulting in a copy region that can be smaller than the backbuffer, but never larger.
2015-12-09 02:38:24 +10:00
Stenzek
63264ac23f
D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering
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Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.
Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-12-08 20:29:21 +10:00
Stenzek
5e803c3db3
D3D: Fix EFB->XFB copies incorrectly scaling, match GL behavior
2015-11-28 20:04:36 +10:00
degasus
fc00598785
NativeVertexFormat: Inline Initialize in contructor
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They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
Stenzek
d1b132731d
D3D: Remove redundant cast, move pitch calculation to caller
2015-11-24 21:54:19 +10:00
Stenzek
6be4608a0d
D3D: Fix crash on some drivers with small textures
2015-11-24 21:15:19 +10:00
Markus Wick
f172cda50f
Merge pull request #3191 from lioncash/rekt
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MathUtil: Minor changes to Rectangle
2015-11-18 10:40:54 +01:00
degasus
087ba5268a
TextureCache: Rewrite EFB Copy control flow
2015-11-15 12:02:41 +01:00
degasus
dcdf8fd3ce
TextureCache: Split efb2ram from efb2tex
2015-11-15 11:59:52 +01:00
degasus
d7d8704353
D3D-TextureEncoder: Remove TCache::Entry usage
2015-11-15 11:59:52 +01:00
Tillmann Karras
81d9cce70c
VideoCommon: rename TextureCache to TextureCacheBase
2015-11-06 15:43:58 +01:00
Tillmann Karras
71d1eb3c31
VideoCommon: return code/uid from shader gens
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rather than passing in non-const references
2015-11-03 14:40:23 +01:00
Tillmann Karras
c52c73f762
VideoCommon: VertexManager -> VertexManagerBase
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It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
Tillmann Karras
983978ee66
VideoCommon: flush vertex manager if components change
2015-11-01 22:39:31 +01:00
Tillmann Karras
7066689131
ShaderCaches: remove unneeded typedefs
2015-10-29 14:43:05 +01:00
Lioncash
c28e3affc5
TextureCacheBase: Change CacheLinesPerRow to BytesPerRow
2015-10-22 08:14:43 -04:00
Lioncash
10c1fd7f38
MathUtil: Make Rectangle constructors and equality operator constexpr
2015-10-20 20:30:36 -04:00
shuffle2
81414b4fa2
Merge pull request #3076 from void-ghost/stereo3d_presets
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Stereo3d presets
2015-10-03 18:10:23 -07:00
flacs
8ea9b07b59
Merge pull request #3093 from lioncash/header_shuffle
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Common: Trim Common.h
2015-09-27 03:18:03 +02:00
Lioncash
cc036ca86c
Common: Remove other Common prefixed headers from Common.h
2015-09-26 18:51:58 -04:00
Ryan Houdek
be667e7de8
Merge pull request #3035 from aserna3/SSAAImprovements
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Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna
df189c3ea3
Improved D3D and OGL AA option UI
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Removed Quality Levels from D3D AA options
Dropdown text now shows whether you're applying MSAA or SSAA
Added a description for SSAA
Moved SSAA checkbox
Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
ghost
07e4b4f7c4
VideoBackend: Video config filename is now exposed in VideoBackends.
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It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell
deeb1d8370
Remove segfault from DX11 backend.
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Instead of blindly using the expected width, clamp it to the stride of the
buffer which dx11 returns. This prevents use from reading invalid memory
at the end of textures.
This doesn't solve the base issue of what to do when a game tries to copy
from outside the efb. On real hardware it returns random noise (biased
to all ones)
2015-09-17 02:22:00 +12:00
Scott Mansell
1f800b80dd
Merge pull request #2960 from phire/improve_efb2tex
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Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus
1c0366993a
VideoBackends: Reimplement SSAA, now for D3D + OGL
2015-09-06 19:40:00 +02:00
Scott Mansell
ee649c6d9f
Make efb2tex behave more like efb2ram.
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Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.
Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell
137856bd00
Fix palette conversions for 4 bit efb copies.
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Fixes purple shadow in THPS4 and many other things.
2015-09-06 21:16:52 +12:00
Scott Mansell
b9be3245e1
Move common EFB copy code into VideoCommon
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Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Scott Mansell
52948bb3ef
Cleanup and unify handling of efb copy stride.
2015-09-05 23:37:24 +12:00
Ryan Houdek
7650117c26
Properly support MSAA and SSAA as separate features(+GLES)
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SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.
With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Lioncash
102a2a975d
BitField: Enable ifdef'd out code for Windows
2015-09-03 22:06:15 -04:00
Shawn Hoffman
aa7208e270
[windows] Update projects to vs2015.
2015-09-03 04:23:01 -07:00
Jules Blok
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
...
This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
degasus
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
unknown
739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
mirrorbender
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
Lioncash
7ee0e75633
Remove unnecessary virtual keywords
2015-07-30 10:33:08 -04:00
booto
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
booto
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Rodolfo Bogado
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
Lioncash
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
Jules Blok
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
Jules Blok
dbfdbf7dbd
D3D: Cosmetics.
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Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Markus Wick
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
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Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
Jules Blok
21a70903ed
Merge branch 'stable'
2015-06-23 20:16:55 +02:00
mimimi085181
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
Matthew Parlane
45aeeee699
Fix aniso filtering on d3d to not set aniso filter when using 1x
2015-06-19 20:55:32 +12:00
Jules Blok
4042945ee5
Merge branch 'stable'
2015-06-13 01:12:12 +02:00
degasus
c375111076
Options: merge SCoreStartupParameter into SConfig
2015-06-12 19:07:45 +02:00
Matthew Parlane
5cce640f48
Anisotropic Filtering option is now correct in D3D
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Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok
75fef8e26f
D3D: Implement Z pokes.
2015-06-07 15:33:30 +02:00
Jules Blok
cfc23560d9
D3D: Set the viewport to the full target size when doing EFB pokes.
2015-06-07 13:32:00 +02:00
Jules Blok
ef1dfa8bcb
VideoBackends: Allow the viewport to use the full depth range.
2015-06-06 03:37:46 +02:00
JosJuice
95a2abc1ce
Use PanicAlertT instead of PanicAlert when appropriate
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I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Jules Blok
ca7801da44
D3D: Invert initial depth buffer clear.
2015-05-26 15:31:36 +02:00
galop1n
2975e53091
D3D: Depth range inversion.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Tillmann Karras
268f52e054
Add missing license headers
2015-05-25 13:11:47 +02:00
Jules Blok
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
Jules Blok
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
Jules Blok
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
Markus Wick
695a72c24c
Merge pull request #2414 from Armada651/depth-clamp
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VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
Jules Blok
f7151a2a5c
Revert "D3D: Use a 32-bit floating point depth buffer."
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This reverts commit a224c604a3
.
2015-05-16 22:16:31 +02:00
Jules Blok
a224c604a3
D3D: Use a 32-bit floating point depth buffer.
2015-05-08 14:32:22 +02:00
Jules Blok
84a5f4abb0
VideoBackends: Use the new divisor when clearing the depth buffer.
2015-05-08 14:32:22 +02:00
Jules Blok
1a409a2e16
VideoBackends: Clamp Z peek values.
2015-05-08 14:32:21 +02:00
Jules Blok
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
Jules Blok
b0770e2a0c
VideoBackends: Floor depth values in depth copy shaders.
2015-05-08 14:29:30 +02:00
Jules Blok
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
shuffle2
268b8fd26f
Merge pull request #2026 from mrgreywater/d3d-debugbreak
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D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok
24594a7888
PixelShaderCache: Fix MSAA depth copy shader.
2015-05-06 12:43:35 +02:00
Jules Blok
7a1252f7e5
VideoBackends: Implement depth copy shaders with integer math.
2015-05-05 00:40:25 +02:00
Yuriy O'Donnell
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
Yuriy O'Donnell
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
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Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash
9eb608c9da
Merge pull request #2301 from lioncash/const
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General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
Lioncash
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
Lioncash
bdde6b2a7c
D3D: Remove dependency on wxWidgets
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This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
Shawn Hoffman
ad64336137
quiet some warnings which appear on vs2015.
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quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
degasus
35373c5185
TextureCache: load all mipmap levels from custom textures
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This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
degasus
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
Jules Blok
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
magumagu
c0a4760f0e
Decode EFB copies used as paletted textures.
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A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
mr.greywater
c43da7e00b
D3D: replace memset, fix warning
2015-02-12 14:45:05 +01:00
mr.greywater
442b7ba99c
D3D: Add debug object name for efb encoder pixel shader
2015-02-12 14:34:36 +01:00
mr.greywater
b5ffba3291
D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName
2015-02-12 14:34:35 +01:00
mr.greywater
3d3a68a2f0
D3D: Add break on error in debug build
2015-02-12 14:34:34 +01:00
magumagu
0f96a0104e
Merge pull request #1752 from Buddybenj/clean-up
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Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater
2434b531f3
D3D: Fixed crash rendering EFB textures with MSAA
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau
c18c50a0e1
Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
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D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
magumagu
0030ad9ecf
Fix D3D regression from PR1948.
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Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.
This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
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Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick
da31314775
Merge pull request #1970 from magumagu/d3d-cleanup
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D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
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Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu
897b678d24
D3D: delete unnecessary code.
2015-01-26 10:58:32 -08:00
magumagu
33259c272b
Remove some debugging junk.
2015-01-25 23:11:36 -08:00
magumagu
cb05730127
Use linear sampling in ScaleByHalf mode.
2015-01-25 23:05:23 -08:00
magumagu
cb5d3fce4f
Fix stupid mistake.
2015-01-25 21:20:25 -08:00
magumagu
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
Jules Blok
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
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There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
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Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki
4f324ad742
Clean Up
2015-01-24 17:10:21 -06:00
magumagu
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
Scott Mansell
5510c86b81
Move Zfreeze code out individual backends into videoCommon
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Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011
add59b3bea
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
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- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
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OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell
418296961c
Fix various issues with zfreeze implemntation.
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Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765
Cleanup and refactor of zfreeze port
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Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3
Initial port of zfreeze branch (3.5-1729)
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Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Markus Wick
0d0f7ec662
Merge pull request #1894 from Armada651/exclusive-fix
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D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok
332d5888eb
VideoConfig: Add exclusive mode flag.
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Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner
4768d0f0a8
This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
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The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek
7e64869185
Merge pull request #1887 from Tilka/vertex_loader_jit
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VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
degasus
615ae9f106
TexCache: remove PC_TexFormat
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras
68d204e877
D3D: remove unused variable
2015-01-18 12:59:33 +01:00
magumagu
7d5abb4eb4
D3D: allow selecting adapters with no outputs.
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The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok
8d69658a9d
Add exclusive mode OSD messages.
2015-01-17 16:11:17 +01:00
Jules Blok
b87fddb027
D3D: Allow borderless fullscreen to be turned on/off during gameplay.
2015-01-17 16:11:12 +01:00
Jules Blok
803bea5004
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-16 16:01:29 +01:00
Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
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Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
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Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
Markus Wick
6c46f27709
Merge pull request #1501 from degasus/texture_creation
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D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181
56e93f8fdd
Update size_in_bytes of texture cache entries when copying efb to ram
2015-01-10 13:47:52 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
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This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
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This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
Jules Blok
3b9c070ee0
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-04 16:42:16 +01:00
Patrick A. Ferry
069a0864c0
Scale the offset to the IR scale
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The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Patrick A. Ferry
eebd7da443
Fix stretching with Virtual XFB in D3D
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This change matches the behaviour of OpenGL.
This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.
See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok
26a9afa0e7
Anaglyph: Use matrices instead of vectors.
2015-01-02 14:32:42 +01:00
Jules Blok
491de39325
PixelShaderCache: Implement Dubois algorithm in anaglyph shader.
2015-01-02 03:06:11 +01:00
Jules Blok
29e05c5ff8
Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
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Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
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Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok
730a6e5f4b
D3D: Fix Virtual XFB viewport.
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Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok
81d1b7f0c2
XFBEncoder: Cosmetics.
2014-12-28 16:30:48 +01:00
Jules Blok
d7037ae492
PixelShaderCache: Don't use GetDimensions() for the sample count.
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This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Jules Blok
833513f384
XFBEncoder: Sample the first layer of the resolved EFB texture.
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Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
49137c7c2c
FramebufferManager: Return framebuffer target size in GetTargetSize().
2014-12-25 00:57:52 +01:00
Jules Blok
1bbb323e97
D3D: Remove obsolete Real XFB codepath.
2014-12-24 23:55:04 +01:00
Jules Blok
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
Jules Blok
a845aeeb3d
FramebufferManager: Copy all EFB layers to the XFB.
2014-12-24 18:45:19 +01:00
Jules Blok
59bea317d7
GeometryShaderCache: Cosmetics.
2014-12-24 17:22:24 +01:00
Jules Blok
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00
Ryan Houdek
59e1a8a1a0
Merge pull request #1736 from degasus/osd
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OSD
2014-12-20 23:21:24 -06:00
Dolphin Bot
f978d141c8
Merge pull request #1720 from Armada651/stereo-msaa
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FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Jules Blok
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
Jules Blok
0ae082fb61
FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.
2014-12-19 22:37:28 +01:00
Jules Blok
1b9fe70d7c
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
2014-12-19 14:10:53 +01:00
Jules Blok
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
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VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
shuffle2
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
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D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Jules Blok
93ce95b48e
D3D: Use ROUND_UP macro for rounding buffer sizes.
2014-12-18 00:37:15 +01:00
Jules Blok
3d9dfad6a2
D3D: Set the geometry shader before every draw call.
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And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
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This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
bd6d229733
GeometryShader: Disable the geometry shader stage if it is a pass-through shader.
2014-12-18 00:36:48 +01:00
Jules Blok
2850c9a206
VertexManager: Disable culling for lines and points.
2014-12-18 00:36:47 +01:00
Yuriy O'Donnell
5688c27610
D3D: Moved setting texture by slot mask into StateManager
2014-12-17 23:41:26 +01:00
magumagu
31bcdb8f2f
D3D+OGL: choose blendenable over logicopenable.
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No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
8ae738ff30
VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
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This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
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This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
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And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
6c7bed25a5
Cosmetics
2014-12-14 13:29:27 +01:00
Jules Blok
fd6b588627
D3D: Define decimals in floating point numbers
2014-12-14 13:28:49 +01:00
Jules Blok
a6ac7dd5bd
D3D: Fix Nvidia 3D Vision memory leak
2014-12-14 13:28:49 +01:00
Jules Blok
6fe7d530ed
PixelShaderCache: Fix MSAA shaders.
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Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok
b2e73400be
Cosmetics
2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
Jules Blok
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
Jules Blok
3355d8086d
D3DUtil: Use a geometry shader to clear all slices.
2014-12-14 13:28:46 +01:00
Jules Blok
799697ad80
PSTextureEncoder: Add texture array support.
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We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok
ced733ccdf
PixelShaderCache: Add texture array support to static shaders.
2014-12-14 13:28:46 +01:00
Jules Blok
d58e389f67
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
2014-12-14 13:28:45 +01:00
Jules Blok
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
Jules Blok
4f6ce0f236
D3D: Add geometry shader instancing support.
2014-12-14 13:28:44 +01:00
Jules Blok
ca766747a8
D3DTexture: Bind textures as texture arrays.
2014-12-14 13:28:43 +01:00
Jules Blok
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
Jules Blok
9d9bd5341d
D3D: Restore viewport after stereo blitting.
2014-12-14 13:28:43 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Jules Blok
e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
Jules Blok
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
Jules Blok
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
Jules Blok
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
Jules Blok
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
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Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
Yuriy O'Donnell
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
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Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
Dolphin Bot
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
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D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Rodolfo Bogado
cf7512683c
spaces cleanup
2014-12-07 20:28:27 -03:00
Yuriy O'Donnell
e90604c5ed
D3D: Fixed debug validation error
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A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
80459c52e9
D3D: StateManager m_current and m_pending are now value-initialized
2014-12-07 18:45:49 +01:00
Yuriy O'Donnell
0e18e9e80d
D3D: Removed cull mode changes for lines and points
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Rodolfo Bogado
c2de38c115
use SAFE_RELEASE to make code cleaner
2014-12-06 10:46:15 -03:00
Rodolfo Bogado
817d025328
small spacing fixes
2014-12-05 23:54:34 -03:00
Rodolfo Bogado
c7bb8fba9e
Added support test for bbox and some naming corrections
2014-12-05 18:51:23 -03:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
skidau
7bc78827ed
Merge pull request #1574 from degasus/profiler
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Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
degasus
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
Yuriy O'Donnell
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
1fe3d07cbd
D3D: Removed somewhat mysterious comment
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It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
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This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
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OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
Stevoisiak
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
Jules Blok
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
Jules Blok
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
Jules Blok
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
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ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
degasus
c211450b99
OGL: implement bounding box support with ssbo
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This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Stevoisiak
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
Yuriy O'Donnell
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
Yuriy O'Donnell
0c5a572f8d
D3D: Use two buffers for VertexManager
2014-10-26 23:38:15 +01:00
Yuriy O'Donnell
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
72ba13ca8a
D3D: Enabled depth clipping
2014-10-21 06:26:20 +02:00
skidau
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
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Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Yuriy O'Donnell
97423d5ed8
D3D: Fixed anisotropic filtering.
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This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
b78396847f
D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
2014-10-17 22:24:57 +02:00
Yuriy O'Donnell
9bdfd4a833
D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled
2014-10-16 18:27:43 +02:00
Yuriy O'Donnell
bea68c95a4
D3D: Fixed uninitialized members of gx_state
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
e7f8032d7d
D3D: State cache now uses BitField to define packed render states
2014-10-15 20:22:40 +02:00
Yuriy O'Donnell
2e4667caaa
D3D: Moved render state cache into separate source files.
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Refactored StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell
f434bd7d3f
D3D: Implemented cache for dynamic render states
2014-10-15 20:22:39 +02:00
skidau
8912315596
Merge pull request #1290 from lioncash/xfb
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Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
slx7R4GDZM
5a3f19aeaf
Fix XFB scaling in D3D
2014-10-14 22:25:31 -04:00
Fog
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
skidau
871d308b88
Merge pull request #1206 from comex/amperspocalypse
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Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
comex
7f6284c2fc
Change a bunch of reference function arguments to pointers.
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Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk
f6c6f03cce
Add on screen frame counter.
2014-09-30 18:49:44 -04:00
Rachel Bryk
4fe1119e52
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini.
2014-09-25 19:50:25 -04:00
magumagu
32e5043b29
WIP XFB scaling.
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Still an ugly mess.
2014-09-19 12:33:15 -05:00
Jasper St. Pierre
a8e591dc73
VideoCommon: Remove support for decoding to ARGB textures
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The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Shawn Hoffman
266992684d
msvc: remove some remnants of SDL and DSound from projects and general cleanup.
2014-09-01 21:27:44 -07:00
Lioncash
844d45b26e
D3D: Clean up brace placements
2014-08-30 18:06:47 -04:00
comex
e31d6feaa2
Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
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The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
Jasper St. Pierre
63f1a16969
Core: Remove UpdateFPSDisplay
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This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre
7ca8d8dfc7
Core: Don't pass through a reference to the window handle
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Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
KScorp
97dce14368
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.
2014-08-17 04:43:11 -05:00
Shawn Hoffman
f1b82a34b2
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-14 23:51:13 -07:00
Lioncash
2b341bb267
D3D: Remove an unnecessary call to Host_GetRenderWindowSize()
2014-08-08 19:21:41 -04:00
Lioncash
a66a7e1344
Isolate D3D and Software Renderer from wxWidgets code
2014-08-03 20:28:50 -04:00
Ryan Houdek
7e83a0ea9b
Merge pull request #700 from jimbo1qaz/master
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Fix D3D Real XFB texture sampling.
2014-08-01 22:57:44 -05:00
Pierre Bourdon
83838a645f
Merge pull request #690 from Armada651/d3dfullscreen_fixes
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Exclusive fullscreen fixes
2014-07-30 16:28:56 -07:00
Jules Blok
4501aeefbe
CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
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Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.
Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
jimbo1qaz
fe9b7fa4f3
Fix D3D Real XFB texture sampling.
2014-07-29 18:15:01 -07:00
Lioncash
4fa71dd59e
Remove fakepoll.h.
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It was only used for Windows XP and lower.
This also bumps the _WIN32_WINNT define in the stdafx precompiled headers to set the minimum version as Windows Vista.
2014-07-26 22:53:40 -04:00
Jules Blok
ed2c74a024
D3D: Set s_last_fullscreen_mode when constructing the renderer.
2014-07-26 13:47:11 +02:00
Pierre Bourdon
8e865f3848
Merge pull request #506 from Armada651/d3dfullscreen
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D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00
Jules Blok
06b13f12d3
D3D: Make the global swapchain static again.
2014-07-26 13:04:46 +02:00
Jules Blok
6724ce6275
Cosmetic changes based on feedback on PR #506 .
2014-07-26 13:04:39 +02:00
Jules Blok
bd9953d97e
Remove the 3D Vision hack.
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The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.
However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
Pierre Bourdon
906b05cb1c
Merge pull request #672 from delroth/vertex-loader
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Vertex loader: reduce dependency on global state
2014-07-26 02:03:03 +02:00
Pierre Bourdon
73f9a22e2e
VertexLoader: Remove global state dependency on g_nativeVertexFmt
2014-07-26 01:35:09 +02:00
Lioncash
5767691f4e
Get rid of a few C-style struct declarations
2014-07-23 20:36:45 -04:00
Jules Blok
4b3d579573
Renderer: Only notify the host when exiting fullscreen
2014-07-21 20:50:50 +02:00
Jules Blok
009b4dd376
Exit exclusive fullscreen when the stop confirmation is shown.
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Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00
Jules Blok
36ea1890c8
Let the Renderer decide when to exit fullscreen.
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This ensures the transition from/to exclusive mode happens while the RenderFrame is fullscreen.
This prevents fullscreen loops and relieves us of having to restore the window size after we exit fullscreen.
2014-07-21 17:11:13 +02:00
Jules Blok
cd94ff1966
VideoConfig: Add "Borderless Fullscreen" option.
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This option will disable exclusive fullscreen for users who prefer the old behaviour.
2014-07-20 22:02:57 +02:00
Jules Blok
3400871992
Renderer: Don't attempt to switch to exclusive fullscreen if "render to main" is enabled.
2014-07-19 21:14:49 +02:00
Jules Blok
9064bf147d
D3D: Don't set the windowed mode size when we initialize in fullscreen.
2014-07-19 21:14:48 +02:00
Jules Blok
d00e76b3ef
Cosmetic changes based on feedback on PR #506 .
2014-07-19 21:14:47 +02:00
Jules Blok
5837b35add
Renderer: Restore exclusive mode after focus has been regained.
2014-07-19 21:14:47 +02:00
Jules Blok
5f04e9c526
D3D: Make the swapchain available outside of the namespace.
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This commit reverts a part of pull request #579 .
2014-07-19 21:14:46 +02:00
Jules Blok
643c9ff173
D3D: Initialize the renderer in exclusive fullscreen mode if it is enabled.
2014-07-19 21:14:46 +02:00
Jules Blok
961076a3d5
D3D: Return to windowed mode before destroying the swapchain.
2014-07-19 21:14:45 +02:00
Jules Blok
77bc879384
D3D: Add exclusive fullscreen support.
2014-07-19 21:14:44 +02:00
Jules Blok
d72375fdfa
D3D: Request desktop resolution before overriding the buffer size.
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This fixes issues where the wrong refresh rate is selected for some monitors.
2014-07-19 21:14:44 +02:00
Jules Blok
c323b386ae
Prevent DXGI from making changes to the window.
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Prevents DXGI from responding to Alt+Enter and messing up our fullscreen handling.
2014-07-19 21:14:43 +02:00
Dolphin Bot
b9dc69105d
Merge pull request #595 from Armada651/pref_log
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FPSCounter: Flush the logs every second and close them when the renderer is shut down.
2014-07-18 12:59:04 +02:00
Jules Blok
3b978f7c27
Turn the FPSCounter namespace into a class.
2014-07-16 20:40:40 +02:00
degasus
7e79806efc
remove unused globals
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Also change globals into statics which are only used in one file
2014-07-11 16:10:20 +02:00
degasus
81ed17be53
avoid the extern keyword in .cpp files
2014-07-11 16:10:20 +02:00
Jules Blok
1754cbda9d
Move FPSCounter calls to RenderBase.
2014-07-10 23:11:09 +02:00
Lioncash
a523a6d1bf
D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader
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With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
2014-07-07 19:32:03 -04:00
Lioncash
00efaedb02
FPS counter cleanup
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- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
logging.
2014-07-02 20:23:09 -04:00
degasus
f1ddd3c66a
VideoCommon: remove unused stats
2014-06-27 09:35:26 +02:00
Lioncash
ca5340ebde
Centralize the logging code into its own folder in Common.
2014-06-25 22:11:42 -04:00
Lioncash
8b13afbb8e
Remove the 32-bit config platform from the VS solution and projects
2014-06-24 22:07:26 -04:00
Tony Wasserka
fbca397c92
Merge pull request #439 from degasus/lighting-fix
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Lighting cleanup
2014-06-21 12:17:26 +02:00
Paul Olszewski
c5ef249c4b
Make the common "Failed to enumerate outputs" message much more useful.
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Now it includes its most common cause, a simply-worded solution, and an exclamation point.
2014-06-20 15:51:54 -05:00
degasus
924ad1ee9f
LightingShader: hard code const variable
2014-06-19 16:46:53 +02:00