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
...
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.
...
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.
...
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"
...
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)
...
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
...
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
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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