Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
Also removes the unused Event_Adapter event stub which did nothing. It
wasn't even hooked up to wx's event system.
Allows removing several includes from the header file and moving them to
the cpp file. Prevents includes being dumped into other source files
that include the header.
This uncovered an indirect include in Main for MsgHandler utilities.
Instead of directly reading/storing settings from/to the SYSCONF, we
now store Wii settings to Dolphin's own configuration, and apply them
on boot. This prevents issues with settings not being saved, being
overridden and lost (if the user opens a dialog that writes to the
SYSCONF while a game is running).
This also fixes restoring settings from the config cache after a
graceful shutdown; for some reason, settings were only restored
after a normal shutdown.
Fixes issue 9825 and 9826
Resolved "TODO" for Texture Cache safety, added explanation message.
Resolved "TODO" for default description, no longer uses default text for sizing
Fixed a memory leak in PostProcessingConfigDiag where it was never freeing any
of the objects it allocated in its constructor.
Minor design change to PostProcessingConfigDiag to give padding around elements
consistent with the rest of Dolphin's user interface (5px).
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.
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).
wxGetActiveWindow is implemented as "return NULL" on OS X, while
wxWindow::FindFocus works. On Windows, the difference is in the use of
GetActiveWindow() vs. GetForegroundWindow(). A MSDN comment says:
> A system has only one active window, which GetForegroundWindow()
> returns. GetActiveWindow() seems to return the same window as
> GetForegroundWindow() if the foreground window belongs to the current
> thread. Otherwise, it always returns null, rather than the topmost
> window of the calling thread.
Since we are on the GUI thread, it shouldn't make any difference.
When a game was running and someone opened the video dialog, it would crash. This is because the preprocessor macro should have been __APPLE__ not _APPLE_
Fixes issue 7644.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
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.
Checks if another game is already starting to boot before starting to boot a new one, and only change video backend, and dual core if a game is actually not running.