Commit Graph

148 Commits

Author SHA1 Message Date
Jules Blok 383645a4b1 VideoConfigDiag: Rename Quad-Buffer to HDMI 3D.
This 3D mode is often associated with the HDMI 1.4a standard,
so this name is more helpful to users with such a setup.
2017-07-05 22:43:39 +02:00
Jules Blok 179602e921 D3D: Add quad-buffer stereoscopy support. 2017-07-05 22:43:39 +02:00
spycrab 7c97c14eba UICommon: Move Wx Graphics Settings functions 2017-06-28 20:13:37 +02:00
MerryMage 12e9ce47f6 VideoConfigDiag: Refresh VideoConfig before opening configuration dialog
If the video configuration dialog is opened before a game was run, VideoConfig::Refresh was never called.
2017-06-10 16:40:10 +01:00
Shawn Hoffman 5480efdff2 video: change multisample/AA setting to u32 2017-06-07 20:20:25 -07:00
MerryMage f5f45855f0 GameConfigLoader: Add GFX Game INI translations 2017-06-03 18:13:02 +01:00
Michael Maltese 3ca03373ae MSVC: define HAVE_FFMPEG 2017-05-26 00:53:58 -07:00
Michael Maltese 53acd25de4 Rename define HAVE_LIBAV->HAVE_FFMPEG 2017-05-26 00:53:58 -07:00
Lioncash 9e71031e23 Frame: Normalize member names 2017-05-01 05:13:19 -04:00
Stenzek 27ae5b8d34 VideoConfigDiag: Move post-processing shader list to post processor
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
JosJuice 776d63bcd3 Simplify condition for enabling/disabling vertex rounding checkbox
Also moving the code further up in the function so that
it's consistent with how the other settings are handled.
2017-04-09 10:54:02 +02:00
JosJuice 055adad8f1 Merge pull request #5218 from lioncash/video
VideoConfigDiag: Move event implementations into the cpp file
2017-04-09 10:42:10 +02:00
Lioncash 0540950e7a VideoConfigDiag: Move event implementations into the cpp file
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.
2017-04-08 17:35:50 -04:00
JosJuice 4424d24fd0 Revise descriptions for new settings
I replaced "1x IR" with "native internal resolution" because
the IR setting never says "1x" or "IR", and I also did some
minor rewording and normalized the sentence-ending spaces.
2017-04-08 18:39:46 +02:00
JosJuice 254df247b1 Add i18n comments for the acronym IR 2017-04-08 16:00:09 +02:00
iwubcode a9d08a31a6 Add configurable toggle that rounds vertices to the nearest pixel when
w=1.  This fixes some games at higher IRs.
2017-04-04 09:52:18 -05:00
Stenzek 82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek a0a62c0f46 VideoConfig: Add option for full-resolution frame dumping 2016-11-28 20:14:59 +10:00
Jules Blok 23d9d91411 VideoConfigDiag: True color means 24-bit, not hw color. 2016-10-10 14:32:21 +02:00
Jules Blok e8cddae132 VideoConfig: Turn on ForceTrueColor by default. 2016-10-10 14:31:53 +02:00
Jules Blok 365e88e311 VideoConfig: Add an option to force RGB8 EFB format. 2016-10-10 14:31:53 +02:00
Léo Lam afd2f58e29 Don't read/store settings directly from/to SYSCONF
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
2016-10-08 14:37:55 +02:00
EmptyChaos ef0d21299a WX: HiDPI: VideoConfigDiag
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).
2016-10-04 13:47:22 +11:00
Stenzek 5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
Pringo 9446a2550b Fix Graphics Settings Capitalization 2016-08-22 21:25:54 -07:00
Aestek 6a0fc4c438 Improve netplay setup dialog UX
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
	* Simply log message to netplay window
	* Remove them when they are useless
* Show some netplay message in OSD
	* Chat messages
	* Pad buffer changes
	* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD

Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter

Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
degasus d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
EmptyChaos 902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
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
Jules Blok 6d1628eda4 Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
This reverts commit e2a1a085b6, reversing
changes made to 2aea549eef.
2016-02-29 00:55:51 +01:00
Jules Blok e2a1a085b6 Merge pull request #3578 from Armada651/forced-slow-depth
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
2016-02-22 11:29:09 +01:00
Lioncash 1d6ee140f0 VideoBackendBase: Store video backends as unique_ptr 2016-02-20 19:07:40 -05:00
Jules Blok 9805f70913 VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
2016-02-08 12:26:55 +01:00
degasus 0c92603fd5 Merge VideoBackendHardware into VideoBackend.
And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
Pierre Bourdon bf1c53a6e8 Merge pull request #3451 from RisingFog/libav
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.
They share the same format, so there is no need to separate their configs.
2016-01-06 21:43:11 +01:00
Lioncash 01f99a04a2 VideoBackend: Get rid of a boolean global
Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Scott Mansell ebe3c49c5f Merge pull request #3332 from degasus/master
MSAA: Store samples in ini files.
2015-12-19 01:37:10 +13:00
degasus e26d9f7c35 MSAA: Store samples in ini files. 2015-12-15 09:41:01 +01:00
Jules Blok 3f7bf5ca93 VideoConfigDiag: Snap the convergence slider. 2015-12-13 22:58:38 +01:00
Jules Blok ee657c04fe VideoConfig: Change convergence setting to percentage value. 2015-12-13 22:58:16 +01:00
Brian Bowman 507b7920e9 Fix typo in anti-aliasing dropdown description 2015-11-29 14:28:26 -06:00
JosJuice a0b99cfc51 Remove SSAA checkbox and add SSAA to AA dropdown
The checkbox is removed, and the dropdown now looks like this:

None
2x MSAA
4x MSAA
8x MSAA
2x SSAA
4x SSAA
8x SSAA
2015-11-06 11:22:53 +01:00
Scott Mansell 51c984dde3 Remove the "Show EFB Copy Regions" debug option.
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.

And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.

Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
2015-11-05 18:15:46 +13:00
Anthony Serna df189c3ea3 Improved D3D and OGL AA option UI
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
degasus 74b20e627c VideoCommon: Drop "Disable destAlpha" hack
This option has no use any more, neither performance nor driver workaround.
2015-09-09 21:31:54 +02:00
degasus 1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
Ryan Houdek 7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
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
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