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
degasus
71b22702a1
OGL-TextureConverter: Keep care about the global state ifself
2015-11-15 11:59:52 +01:00
degasus
495902787c
OGL: Remove TCache::Entry usage in TextureConverter
2015-11-15 11:59:52 +01:00
Tillmann Karras
81d9cce70c
VideoCommon: rename TextureCache to TextureCacheBase
2015-11-06 15:43:58 +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
Scott Mansell
05b06b7a21
Merge pull request #3227 from Tilka/sizeof
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OGL: don't hardcode buffer sizes
2015-11-04 14:35:23 +13:00
Tillmann Karras
39313152ba
OGL: use StringFromFormat where appropriate
2015-11-04 01:56:02 +01:00
Scott Mansell
e161e714c7
Merge pull request #3226 from Tilka/shadergen
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VideoCommon: return code/uid from shader gens
2015-11-04 13:42:49 +13:00
Tillmann Karras
bc38892db7
DriverDetails: remove BUG_BROKENINFOLOG leftovers
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It was removed in 9618738278
.
2015-11-03 18:50:44 +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
Tillmann Karras
f9512ece77
OGL/ProgramShaderCache: small cleanup
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Drop an unused function and privatize the cash, er, I mean cache.
2015-10-29 13:51:25 +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
Scott Mansell
9ee610830c
Make sure FORCE_EARLY_Z is defined for GLES
2015-10-18 02:37:14 +13:00
Scott Mansell
e7b2a22225
Support Conservative Depth as a fallback for EarlyZ
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Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
Markus Wick
4d3d947efc
Merge pull request #3157 from degasus/videosw3
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VideoSW: Wipe alpha on bypass EFB
2015-10-17 12:02:55 +02:00
flacs
d85344bd58
Merge pull request #3155 from degasus/videosw
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VideoSW: Split up OGL window handling
2015-10-17 04:56:44 +02:00
Lioncash
b5b304cff2
VertexShaderManager: Get rid of float pointer casts
2015-10-15 23:34:54 -04:00
degasus
b69bff0690
VideoSW: Use OpenGL Core context
2015-10-14 00:13:54 +02:00
degasus
61c3a0d9e4
VideoSW: Split up OGL window handling
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This removes OSD support for video software, but it was already broken before.
This commit does not try to fix coding style issues, the rewrite of this presentation API is splitted up.
2015-10-14 00:13:54 +02:00
flacs
b0bbe52cc9
Merge pull request #3164 from phire/samplerArrays
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PixelShaderGen: Use arrays of texture samplers.
2015-10-12 18:44:14 +02:00
Tillmann Karras
9f8981c7c0
VertexLoaderUtils: remove simple wrapper functions
2015-10-11 23:40:50 +02:00
Scott Mansell
645e4cbbee
PixelShaderGen: Use arrays of texture samplers.
2015-10-12 05:06:39 +13:00
flacs
a7b6ae8f2c
Merge pull request #3160 from Tilka/style
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Misc. style fixes
2015-10-11 15:36:06 +02:00
Tillmann Karras
99228633c3
OGL: simplify AA modes initialization
2015-10-10 22:51:31 +02:00
Tillmann Karras
0f1b287402
Misc. style fixes
2015-10-10 17:44:42 +02:00
degasus
d4e447555e
VideoSW: Wipe alpha on bypass EFB
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Alpha must not be displayed.
2015-10-10 11:45:39 +02:00
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
Lioncash
5464e698fc
Merge pull request #3102 from rohit-n/build-pch
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Fix building with PCH disabled.
2015-10-03 13:30:51 -04:00
Scott Mansell
58d893e56f
Merge pull request #3075 from waddlesplash/no-regexp
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FileSearch: Don't use RegExes, just do string comparisons.
2015-10-02 04:00:23 +13:00
flacs
696d6eae09
Merge pull request #3108 from lioncash/cstyle-array
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ChunkFile: Provide additional helpers for C-style arrays
2015-10-01 01:55:54 +02:00
Lioncash
a10be26972
Tev: Don't savestate Zero16
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It's an array of zeroes. There's no need.
2015-09-30 19:45:50 -04:00
Lioncash
c6678687b0
ChunkFile: Provide additional helpers for C-style arrays
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Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.
2015-09-30 19:45:46 -04:00
Lioncash
d6ff75d71d
OGL: Remove unnecesary FPSCounter include from Render.cpp
2015-09-29 10:01:38 -04:00
Rohit Nirmal
3b75f45cf6
Fix building with PCH disabled.
2015-09-28 11:51:08 -05:00
waddlesplash
06c6f60f5b
OGL: Use SplitPath() instead of std::regex.
2015-09-27 13:26:19 -04:00
waddlesplash
5643fe5d1f
FileSearch: Don't use RegExs, just do string comparisons.
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Nothing used the RegEx feature of FileSearch, and GCC < 4.9
doesn't support C++11 RegEx properly, so get rid of it.
2015-09-27 13:25:51 -04:00
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
Lioncash
1d42db2439
Common: Move NonCopyable to its own header
2015-09-26 18:50:35 -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
c9836ff592
EGL: Don't depend on VideoCommon or Core
2015-09-22 00:36:48 +12:00
Scott Mansell
93f6563789
WGL: Don't depend on Core/VideoCommon
2015-09-22 00:36:45 +12:00
Scott Mansell
95f3c956a8
Move GL interface code out of the OpenGL video backend.
2015-09-22 00:36:45 +12:00
degasus
be16901ae1
VideoSW: Don't raise a PanicAlert because of indices
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It's not panic, it may just render wrong. And this case seems to happen often.
2015-09-20 13:13:47 +02:00
degasus
c976e14277
GLInterface: Fix VideoSW on linux + OSX (v2)
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Our Video Software backend isn't OpenGL Core compatible, so we need a flag to alloc a compatible one.
v2: Fix AGL profile selection.
2015-09-19 13:22:55 +02:00
Markus Wick
a7e9a154a5
Revert "GLInterface: Fix VideoSW on linux + OSX"
2015-09-18 13:40:09 +02:00
degasus
baf09c3af6
VideoSW: Remove unused function
2015-09-17 19:44:44 +02:00
flacs
e4dfb2f6bf
Merge pull request #3054 from degasus/master
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GLInterface: Fix VideoSW on linux + OSX
2015-09-17 19:21:16 +02:00
degasus
3b5b80bf3c
VideoSW: Drop SW bbox code
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The hardware backends don't use this shared code any more, and it's not needed for video sw either. So this was just dead code.
2015-09-17 18:21:37 +02:00
degasus
e3e0399af2
VideoSW: Drop HwRasterizer
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I don't remember it being working, and nobody cares about performance of videosw.
2015-09-17 18:21:37 +02:00
degasus
48279c1840
GLInterface: Fix VideoSW on linux + OSX
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Our Video Software backend isn't OpenGL Core compatible, so we need a flag to alloc a compatible one.
2015-09-17 17:52:56 +02:00
Lioncash
a94300dd86
Rasterizer: Use multiplication instead of shifts in DrawTriangleFrontFace
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The left-hand-side is negative at some point which is considered undefined by the standard.
2015-09-17 01:46:29 -04:00
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
Ryan Houdek
f121d7a8cd
Merge pull request #3026 from lioncash/constexpr
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MathUtil: Make Clamp and IsPow2 constexpr functions.
2015-09-12 02:28:38 -04:00
Ryan Houdek
5556781946
Merge pull request #3018 from Armada651/ogl-tab
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OGL: Invert Top-and-Bottom mode.
2015-09-12 02:21:19 -04:00
Ryan Houdek
17ff069d4a
Merge pull request #3002 from degasus/master
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OGL: reimplement SSAA based on ARB_gpu_shader5
2015-09-12 02:14:45 -04:00
Lioncash
b9e360df7b
MathUtil: Convert Clamp into a constexpr function
2015-09-12 01:18:28 -04:00
Jules Blok
99c08c89bb
OGL: Invert Top-and-Bottom mode.
2015-09-10 22:22:26 +02:00
Ryan Houdek
3014feedc8
Merge pull request #3012 from degasus/destAlpha
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VideoCommon: Drop "Disable destAlpha" hack
2015-09-10 13:56:43 -04:00
Scott Mansell
de9310fe70
Split OpenGL errors into a separate logtype from Video errors.
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Allows them to be enabled/disabled separately.
2015-09-10 18:38:45 +12:00
degasus
74b20e627c
VideoCommon: Drop "Disable destAlpha" hack
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This option has no use any more, neither performance nor driver workaround.
2015-09-09 21:31:54 +02:00
Scott Mansell
a95adba39b
Drop DEBUG_SEVERITY_NOTIFICATION messages down to DEBUG_LOG
2015-09-09 12:22:52 +12:00
degasus
664beea538
OGL: reimplement SSAA based on ARB_gpu_shader5
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So i965 shall support it again.
2015-09-07 22:21:11 +02:00
Ryan Houdek
bfb544e1fb
[GLES] Enable bounding box support.
2015-09-07 12:07:27 -05:00
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
c08a83a5aa
Merge pull request #2957 from phire/unify_efbcopy
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Cleanup and unify efb copy implemtations into VideoCommon
2015-09-07 00:10:42 +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
comex
96e42dff52
Merge pull request #2977 from lioncash/unused
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General: Remove unimplemented function prototypes
2015-09-05 22:20:47 -04:00
Lioncash
633be0387d
General: Remove unimplemented function prototypes
2015-09-05 22:01:07 -04:00
Scott Mansell
52948bb3ef
Cleanup and unify handling of efb copy stride.
2015-09-05 23:37:24 +12:00
Tillmann Karras
a8c8f52f20
OGL: remove unused variable
2015-09-05 12:40:14 +02:00
Ryan Houdek
7650117c26
Properly support MSAA and SSAA as separate features(+GLES)
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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
Ryan Houdek
9618738278
Remove all of our workarounds for Qualcomm devices we don't support anymore.
2015-09-04 23:45:35 -05:00
Markus Wick
e7660325b4
Merge pull request #2967 from Sonicadvance1/GLES_blend_func_extended
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Support EXT_blend_func_extended in GLES.
2015-09-05 03:43:28 +02:00
Ryan Houdek
5fa4c8d930
Support EXT_blend_func_extended in GLES.
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This lets us get dual source blending on GLES targets.
2015-09-04 20:25:59 -05:00
Ryan Houdek
6cf7048423
Implement ClearCurrent on the EGL GLInterface
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This fixes an error on GLInterface shutdown when using EGL.
2015-09-04 19:58:58 -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
Ryan Houdek
7a35f9285b
[GLES] Support texture_buffer for palette texture conversion.
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OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
- Qualcomm's Adreno 4xx
- IMGTec's PowerVR Rogue
2015-09-01 05:41:03 -05:00
Markus Wick
a16669231a
Merge pull request #2917 from Sonicadvance1/android_fix_sgs6
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[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
2015-08-29 08:56:32 +02:00
Markus Wick
6004ecc521
Merge pull request #2920 from rohit-n/build-pch
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Fix building with PCH disabled.
2015-08-28 23:08:24 +02:00
Rohit Nirmal
6252d2d71a
Fix building with PCH disabled.
2015-08-28 14:13:28 -05:00
Lioncash
e787501528
Vec3: Simplify operator== code
2015-08-28 14:46:40 -04:00
Lioncash
bb27f80a65
Vec3: Remove a memset call on the this pointer
2015-08-28 14:10:07 -04:00
Ryan Houdek
01db003779
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
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Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.
We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.
Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
2015-08-28 09:02:46 -05:00
Ryan Houdek
447b1b09e3
Support OpenGL ES 3.2.
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OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)
Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
2015-08-26 17:57:51 -05:00
Ryan Houdek
b4e4a4cef4
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
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Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
Ryan Houdek
3f1055de94
Fix a memory leak in the EGL GLInterface.
2015-08-18 08:26:45 -05:00
Jules Blok
7e266b080f
TextureCache: Remove redundant floor().
2015-08-15 15:30:50 +02:00
Jules Blok
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
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This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
Ryan Houdek
c80e3089c8
[GLES] Fix real XFB.
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GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
Anthony Serna
ca250f6b71
Specified the type of AA in OGL AA settings
2015-08-09 09:59:20 -07:00
degasus
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +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
c43ae67b3b
RealXFB sizes don't get scaled by IR
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When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Ryan Houdek
c81bd32720
Merge pull request #2764 from Sonicadvance1/pvr_workaround3
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Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
2015-07-22 16:47:11 -05:00
Markus Wick
6bcdae616b
Merge pull request #2679 from Tinob/master
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Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
Ryan Houdek
c4f0515141
Work around devices that choose to only return the default EGL_RENDERABLE_TYPE
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The default EGL_RENDERABLE_TYPE is GLES1, so vendors have the ability to choose between returning only the bits requested, or all of the bits
supported in addition to the one requested.
PowerVR chose to take the route where they only return the bits requested, everyone else returns all of the bits supported.
Instead of letting the vendor have control of this, let's incrementally go through each renderable type and make sure it supports everything we want.
This will cover all devices for now, and for the future.
2015-07-22 11:11:23 -05:00
Ryan Houdek
dc46ae0380
Fix an oversight in GLExtensions
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I only wanted to erase the first character in the string, not the entire thing.
Fixes Qualcomm and PowerVR devices crashing out immediately.
2015-07-20 22:01:23 -05:00
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
8fd5f249fa
Merge pull request #2656 from Armada651/ogl-inv-depth
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OGL: Allow inverted depth ranges.
2015-06-25 12:06:56 +02:00
Lioncash
0034492151
Add an OSD notification for screenshot saving
2015-06-25 09:23:37 +02:00
Jules Blok
30eae0d258
Merge pull request #2657 from lioncash/screenshot
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Render: Add an OSD notification for screenshot saving
2015-06-25 09:22:26 +02:00
Ryan Houdek
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
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Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
Lioncash
67c5ce5d96
Add an OSD notification for screenshot saving
2015-06-24 21:44:38 -04:00
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
Jules Blok
743296f1c4
OGL: Allow inverted depth ranges.
2015-06-24 22:28:36 +02:00
Tillmann Karras
83ab721939
Fix -Wformat-extra-args warning
2015-06-24 14:44:09 +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
sigmabeta
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
Tillmann Karras
c9af7def28
Fix some warnings
2015-06-23 21:11:56 +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
Jeffrey Pfau
7085fcc8d6
Fix FreeBSD build
2015-06-13 21:52:47 -07:00
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
d5788f75a3
Merge pull request #2533 from degasus/syncgpu
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Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011
59f273696a
VideoSW: refactor shared lighting attenuation function
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- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
2015-06-08 23:20:27 +02:00
NanoByte011
06d1b8c63a
VideoSW: rewrite lighting attenuation
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- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus
d31bed8b79
Fifo: Rewrite SyncGpu
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The new implementation has 3 options:
SyncGpuMaxDistance
SyncGpuMinDistance
SyncGpuOverclock
The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.
The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
Ryan Houdek
499478bcad
Merge pull request #2550 from Armada651/d3d-pokes
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D3D: Implement Z pokes.
2015-06-07 23:25:16 -04:00
Ryan Houdek
3f46491255
Fix OpenGL ES shader compilation.
2015-06-07 19:44:44 -05:00
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
026d07e7c9
D3D: Remove obsolete comment.
2015-06-06 23:26:52 +02:00
Jules Blok
37dc8661ab
Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
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This reverts commit 9ef1ca4141
.
2015-06-06 20:10:23 +02:00
Jules Blok
8cc271516d
Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
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This reverts commit 05d60f4fef
.
2015-06-06 20:09:22 +02:00
Jules Blok
5650b9e970
Revert "OGL: Use floating point arithmetic to scale the depth value."
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This reverts commit 05f42f94a0
.
2015-06-06 20:07:49 +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
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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
Markus Wick
bcd77f9a3a
Merge pull request #2482 from degasus/ogl_poke_z
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OGL: Rewrite POKE_Z with a draw call
2015-06-03 20:35:34 +02:00
comex
a3b3f0522b
Merge pull request #1556 from comex/project-moration
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Rudimentary version of Wii IPC determinism. Ported from my old udpnet branch.
2015-06-02 18:38:19 -04:00
degasus
84b13de538
OGL: Rewrite POKE_Z with a draw call
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It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
Dwayne Slater
ebf3048494
Fix invalid enums on OpenGLES
2015-06-02 12:13:31 -04:00
Markus Wick
aa2576a2c7
Merge pull request #2480 from phire/GamesDoWeirdShit
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Fix invalid pointer errors in Burnout 2.
2015-05-31 23:26:55 +02:00
Scott Mansell
7df6982973
Add a dirty flag for arraybases.
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Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell
f57517f1a0
Clean up cached_arraybases. Update VideoSW to new scheme.
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Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
degasus
c4fc141ced
OGL: Always use sampler objects.
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We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Lioncash
ac26f8e79f
Pass strings by const reference where possible
2015-05-28 20:54:55 -04:00
comex
a225426510
Rewrite FileSearch and improve ScanDirectoryTree.
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- FileSearch is now just one function, and it converts the original glob
into a regex on all platforms rather than relying on native Windows
pattern matching on there and a complete hack elsewhere. It now
supports recursion out of the box rather than manually expanding
into a full list of directories in multiple call sites.
- This adds a GCC >= 4.9 dependency due to older versions having
outright broken <regex>. MSVC is fine with it.
- ScanDirectoryTree returns the parent entry rather than filling parts
of it in via reference. The count is now stored in the entry like it
was for subdirectories.
- .glsl file search is now done with DoFileSearch.
- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Tillmann Karras
285ac34bf3
OGL: use GL_TEXTURE* constants
2015-05-27 15:05:49 +02:00
Rohit Nirmal
c59bfd2b7f
Fix building with PCH disabled.
2015-05-26 22:44:51 -05:00
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
Ryan Houdek
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
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ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Ryan Houdek
69963dc4b0
Merge pull request #2274 from degasus/disable_bbox
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Disable bbox
2015-05-25 08:46:12 -04:00
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
degasus
6b2a1e57e2
BBox: remove now unreachable SW bbox implementation
2015-05-25 09:33:34 +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
522e721830
OGL: Add glClipControl support.
2015-05-22 23:52:20 +02:00
Markus Wick
ad9dae30a8
Merge pull request #2410 from lioncash/swatomic
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Software: Convert most volatile variables to atomics
2015-05-22 14:11:16 +02:00
Jules Blok
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
Jules Blok
05d60f4fef
Revert "OGL: Change the depth buffer type to GL_FLOAT."
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This reverts commit 4b2e04b862
.
2015-05-20 14:22:29 +02:00
Jules Blok
9ef1ca4141
Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."
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This reverts commit be810eb750
.
2015-05-20 14:22:28 +02:00
degasus
d91d935057
OGL: reimplement poke-color
2015-05-20 11:05:31 +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
.
2015-05-16 22:16:31 +02:00
Lioncash
26a3eaf959
Software: Convert most volatile variables to atomics
2015-05-14 12:33:19 -04:00
Lioncash
a94e4dd07f
OGL: Join declarations and assignments in Render
2015-05-08 09:29:36 -04:00
Lioncash
eeb0f0b7c4
OGL: Get rid of some explicit deletes in Render
2015-05-08 09:28:29 -04:00
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
be810eb750
OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
2015-05-08 14:29:30 +02:00
Jules Blok
4b2e04b862
OGL: Change the depth buffer type to GL_FLOAT.
2015-05-08 14:29:29 +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
Markus Wick
e0cfd934d2
Merge pull request #2364 from kayru/d3d_texture_bsf
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D3D: StateManager::Apply no longer iterates through every texture and sampler slot
2015-05-03 21:39:33 +02:00
Yuriy O'Donnell
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
Jules Blok
54f4443971
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:23:33 +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