Commit Graph

427 Commits

Author SHA1 Message Date
Shawn Hoffman 266992684d msvc: remove some remnants of SDL and DSound from projects and general cleanup. 2014-09-01 21:27:44 -07:00
Pierre Bourdon 494a60e41b VertexLoader: Change VtxDesc to use u64 instead of u32
This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
2014-09-01 11:18:02 +02:00
Lioncash 844d45b26e D3D: Clean up brace placements 2014-08-30 18:06:47 -04:00
Lioncash 1d706b2311 Get rid of C-style empty function parameter indicators 2014-08-30 15:23:48 -04:00
Ryan Houdek c908a1e212 Merge pull request #882 from Sonicadvance1/fix-pp-blackness
Fix PostProcessing shader garbage on screen.
2014-08-28 10:29:03 -05:00
Ryan Houdek ca68526ec7 Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
comex e31d6feaa2 Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them).  I am fairly certain this was entirely
vestigial.

Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.

Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
2014-08-26 12:43:39 -04:00
comex e0f35e0e59 Remove unused declarations. 2014-08-23 15:26:59 -04:00
Lioncash f17dcd2019 Merge pull request #764 from magcius/new-nogui-2
Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman 5471c71819 msvc: resolve all warnings in VideoBackends/OGL. 2014-08-19 22:33:47 -07:00
Shawn Hoffman fd16065979 msvc: resolve all warnings in VideoBackends/Software. 2014-08-19 22:33:47 -07:00
Jasper St. Pierre 63f1a16969 Core: Remove UpdateFPSDisplay
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre 7ca8d8dfc7 Core: Don't pass through a reference to the window handle
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00
Ryan Houdek 32fb61816b Fixes PP-shaders on !Mesa targets.
Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)

Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Pierre Bourdon 9e2fbaf405 Merge pull request #823 from KScorp/depthmatrixshaders
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise.
2014-08-17 22:08:42 +02:00
Lioncash 15a3b30e27 Merge pull request #790 from lioncash/ogl-cleanup
Small OGL cleanup
2014-08-17 15:17:04 -04:00
KScorp 97dce14368 Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games. 2014-08-17 04:43:11 -05:00
Lioncash f0743e2571 OGL: Removed some unnecessary preprocessor directives from Render.cpp.
scrshotThread was also unused so that is removed as well.

Also added the algorithm header, since we use min and max here.
2014-08-16 23:57:06 -04:00
shuffle2 2270c3e90a Merge pull request #797 from shuffle2/msvc-pch
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Lioncash f11e587fa4 OGL: Get rid of an unnecessary WIN32 ifdef in main.cpp 2014-08-15 16:16:53 -04:00
Lioncash 7e3d1050f0 OGL: Add static to a function in NativeVertexFormat 2014-08-15 14:16:04 -04:00
Lioncash 32953fd968 OGL: Clean up parameters for some functions. 2014-08-15 14:15:23 -04:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Shawn Hoffman f1b82a34b2 Windows: Use a shared precompiled header for dolphin code under Source/ 2014-08-14 23:51:13 -07:00
Ryan Houdek cced3b4a18 Change OpenGL's post processing to use the new VideoCommon PP object.
Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13 01:05:15 -05:00
Ryan Houdek 6bdc32c54a Add the VideoCommon PostProcessing class.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Lioncash bcd10bfda6 Software: Fix function casing in SWRenderer 2014-08-10 22:28:18 -04:00
Lioncash f9f46f33d6 Software: Fix some if-statement body placements 2014-08-10 22:28:17 -04:00
Lioncash 34eb0c6e1c Software: Fix over-indentation of SetupQuad() 2014-08-10 22:28:16 -04:00
Lioncash 4129cdeb4d Software: Apply static to some functions 2014-08-10 22:28:15 -04:00
Lioncash 568bdec598 Software: Fix function casing in TextureEncoder 2014-08-10 22:28:14 -04:00
Lioncash 2918f46d8b Software: Fix the formatting and function casing in Vec3.h 2014-08-10 22:28:04 -04:00
Lioncash 6625d9cba5 Software: Fix various brace styling errors 2014-08-10 21:18:38 -04:00
Lioncash b95d9b43de Software: Make an enum into a static constant in DebugUtil.cpp 2014-08-10 20:51:10 -04:00
Lioncash b050657322 Software: Make constants char_width and char_height private in RasterFont 2014-08-10 20:48:28 -04:00
Lioncash 6b49ddfec9 Software: Get rid of an unnecessary format string in SWmain.cpp 2014-08-10 04:38:12 -04:00
Lioncash 2b341bb267 D3D: Remove an unnecessary call to Host_GetRenderWindowSize() 2014-08-08 19:21:41 -04:00
Lioncash a66a7e1344 Isolate D3D and Software Renderer from wxWidgets code 2014-08-03 20:28:50 -04:00
Pierre Bourdon 226a9c2392 Move GLInterface around to remove VideoBackends dependency on DolphinWX 2014-08-02 09:34:39 -07:00
Ryan Houdek 7e83a0ea9b Merge pull request #700 from jimbo1qaz/master
Fix D3D Real XFB texture sampling.
2014-08-01 22:57:44 -05:00
degasus 5205d7baa6 ogl: fix rasterfont 2014-07-31 19:03:18 +02:00
Pierre Bourdon 83838a645f Merge pull request #690 from Armada651/d3dfullscreen_fixes
Exclusive fullscreen fixes
2014-07-30 16:28:56 -07:00
Jules Blok 4501aeefbe CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.

Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
Matthew Parlane a3ca3b0424 Merge pull request #696 from lioncash/more-forward-decls
Convert some more header inclusions into forward declarations
2014-07-30 13:53:48 +12:00
Lioncash b03c12764d Really get rid of the MSVC 2005 workaround completely 2014-07-29 21:20:43 -04:00
jimbo1qaz fe9b7fa4f3 Fix D3D Real XFB texture sampling. 2014-07-29 18:15:01 -07:00
Lioncash 522a5c35ad Convert some more header inclusions into forward declarations 2014-07-29 20:55:07 -04:00
Lioncash 4fa71dd59e Remove fakepoll.h.
It was only used for Windows XP and lower.

This also bumps the _WIN32_WINNT define in the stdafx precompiled headers to set the minimum version as Windows Vista.
2014-07-26 22:53:40 -04:00
Jules Blok ed2c74a024 D3D: Set s_last_fullscreen_mode when constructing the renderer. 2014-07-26 13:47:11 +02:00
Pierre Bourdon 8e865f3848 Merge pull request #506 from Armada651/d3dfullscreen
D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00