Stenzek
|
dec0c3bce8
|
Move shader caches to VideoCommon
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2018-03-10 15:56:30 +10:00 |
Lioncash
|
5337e58284
|
VideoConfig: Make StereoMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
|
2017-11-18 23:19:53 -05:00 |
Stenzek
|
836b9b9acb
|
Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
|
2017-09-11 20:01:45 +10:00 |
Stenzek
|
c15ea2f1ed
|
D3D: Fix crash if shaders fail to compile
|
2017-09-07 11:45:43 +10:00 |
Lioncash
|
64de8a9d0b
|
D3D: Eliminate redundant ID3D11DeviceChild* casts
|
2017-09-02 14:45:14 -04:00 |
Stenzek
|
4bf5625895
|
D3D: Uber shader support
|
2017-07-30 17:43:59 +10:00 |
Stenzek
|
3ea9d86faa
|
ShaderGen: Pass host config to shader generation functions
Also moves the host config checks to common.
|
2017-07-20 17:54:33 +10:00 |
Stenzek
|
d01b0bf60f
|
VideoCommon: Move shader cache filename generation to common
|
2017-07-20 17:46:59 +10:00 |
Stenzek
|
228ddb8aba
|
D3D11: Reload shader cache when relevant config changes
|
2017-07-20 17:46:59 +10:00 |
JosJuice
|
ced1614cac
|
Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
|
2017-03-09 15:34:14 +01:00 |
Jules Blok
|
21967b1f6e
|
VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
|
2017-02-19 12:05:44 +01:00 |
Léo Lam
|
31ccfffd38
|
Common: Add alignment header
Gets rid of duplicated alignment code.
|
2016-12-06 20:33:53 +01:00 |
JosJuice
|
1081497cad
|
DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
|
2016-10-29 15:24:02 +02:00 |
Lioncash
|
14e0b48ae4
|
VideoCommon: Make API_TYPE an enum class
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 |
Scott Mansell
|
2f134c5c36
|
Remove the rest of ShaderDebugging.
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.
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
|
28c7113e41
|
Multithreadded Shadergen: Second Pass over geometery Shadergen
|
2016-06-26 16:13:21 +12:00 |
Pierre Bourdon
|
3570c7f03a
|
Reformat all the things. Have fun with merge conflicts.
|
2016-06-24 10:43:46 +02:00 |
Lioncash
|
01f99a04a2
|
VideoBackend: Get rid of a boolean global
Also gets rid of global headers
|
2016-01-02 18:03:28 -05:00 |
Tillmann Karras
|
71d1eb3c31
|
VideoCommon: return code/uid from shader gens
rather than passing in non-const references
|
2015-11-03 14:40:23 +01:00 |
degasus
|
c375111076
|
Options: merge SCoreStartupParameter into SConfig
|
2015-06-12 19:07:45 +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 |
Jules Blok
|
29e05c5ff8
|
Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
Shaders may be compiled before the FramebufferManager is initialized.
|
2014-12-29 11:19:55 +01:00 |
Jules Blok
|
59bea317d7
|
GeometryShaderCache: Cosmetics.
|
2014-12-24 17:22:24 +01:00 |
Jules Blok
|
737bc0e7ad
|
PixelShaderCache: Support stereoscopic EFB format changes.
|
2014-12-21 15:46:12 +01:00 |
Jules Blok
|
1b9fe70d7c
|
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
|
2014-12-19 14:10:53 +01:00 |
Jules Blok
|
93ce95b48e
|
D3D: Use ROUND_UP macro for rounding buffer sizes.
|
2014-12-18 00:37:15 +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
|
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
|
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
|
d5ebdf7a97
|
D3D: Add GeometryShaderCache.
|
2014-12-14 13:28:41 +01:00 |