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
degasus
081137bd4f
VideoBackends: set GLInterface to zero after deleting it
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This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash
9476756d43
OGL: Fix a memory leak that would occur every time a game is launched
2015-01-31 16:00:53 -05:00
Rohit Nirmal
5203c4ef7b
Silence -Wunused-variable warning.
2015-01-28 18:09:07 +00:00
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
9dbb9bf3b5
Make sure EFB2RAM buffer is wide enough for new coordinate system.
2015-01-25 23:32:32 -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
1ee09ced0a
Fix OpenGL coordinate computation.
2015-01-25 21:38:30 -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
5c4ee2f71e
PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
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Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
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
Lioncash
9cdfe889af
Coding style cleanup from the zfreeze merge
2015-01-24 15:16:48 -05:00
Scott Mansell
14baf038e7
Stop doing nastly shit to OpenGL stream buffers.
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Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
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
Ryan Houdek
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
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Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek
714697faaf
Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
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Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
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
4551bb6ce6
Add support for two new OpenGL ES extensions.
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This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
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
degasus
3630de99ed
VideoSW: Fix vertex skipping
2015-01-18 04:52:56 +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
Stevoisiak
cb86db7b68
Minor consistency changes
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Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus
7284312568
OGL: Warn about wrong texture sizes
2015-01-11 22:47:40 +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
031096c8d4
FramebufferManager: Remove unnecessary sampler declaration.
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It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Markus Wick
f080e0221e
Merge pull request #1758 from rohit-n/build-pch
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Fix building with PCH disabled.
2015-01-06 20:42:50 +01:00
Markus Wick
25fac0282c
Merge pull request #1764 from Armada651/safe-exclusive
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D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-06 11:00:47 +01:00
Jules Blok
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
Rohit Nirmal
bad5aef5df
Fix building with PCH disabled.
2015-01-04 10:45:35 -06:00
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
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
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
dddaa11595
OGL: Fix stereoscopy not being applied properly while the game is running.
2015-01-03 01:36:43 +01:00
Jules Blok
582a15deb3
PostProcessing: Mark all shaders constant.
2015-01-02 20:03:20 +01:00
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
e3969f763e
PostProcessing: Use Dubois algorithm for anaglyph shader.
2015-01-02 03:02:28 +01:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
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OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek
479d1e56c3
Merge pull request #1783 from degasus/disablelogs
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OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
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
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
degasus
1ed41672f5
OGL: disable driver warnings fetch
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This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
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D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
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Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
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
Markus Wick
7764a5ed9d
Merge pull request #1733 from degasus/glx
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GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +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
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
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Makes a little bit more sense.
2014-12-24 23:30:40 +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
a9364cd5db
OGL: Support stereoscopic XFB blit to screen.
2014-12-24 17:22:23 +01:00
Jules Blok
12412ac5b7
FramebufferManager: Copy all EFB layers to the XFB framebuffer.
2014-12-24 17:22:22 +01:00
Markus Wick
5526b39320
Merge pull request #1748 from Armada651/stereo-format
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FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
01718eafa6
FramebufferManager: Use a separate layer variable.
2014-12-23 13:16:03 +01:00
Jules Blok
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00