Lioncash
468f623d27
ShaderGenCommon: Remove unnecessary includes
2017-02-01 12:19:55 -05:00
Lioncash
70cf774a5c
RenderBase: Forward declare EFBAccessType
2017-01-23 12:41:26 -05:00
Lioncash
5b461f50af
VideoBackendBase: Convert EFBAccessType into an enum class
2017-01-23 03:53:38 -05:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Jules Blok
65b5765858
VideoBackends: Clamp the range to the maximum depth value supported in the z buffer.
2016-12-27 20:25:40 +01:00
Jules Blok
2ab6711f43
VideoBackends: Use the full depth range when inverted depth range is unsupported.
2016-12-27 14:31:17 +01:00
Jules Blok
ef82aebb97
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
2016-12-27 14:31:17 +01:00
Lioncash
58a5395173
TextureCacheBase: Eliminate static state
2016-12-09 16:50:37 -05:00
Stenzek
6db0ee9561
VideoCommon: Remove backbuffer size parameters from methods
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We have the s_backbuffer_{width,height} fields to represent this, so
there's no point in passing them as parameters every time.
2016-11-28 20:14:59 +10:00
Léo Lam
72e3f1ecec
Remove unnecessary ConfigManager includes
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Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)
2016-11-27 22:38:38 +01:00
Jules Blok
7e35a47b51
Cosmetics.
2016-11-13 22:17:40 +01:00
Jules Blok
d7cf5e28b6
Frame: Use PauseAndLock when switching fullscreen modes.
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This allows us to regain exclusive mode directly from OnActive().
2016-11-11 20:36:10 +01:00
Jules Blok
9909babe2c
D3DBase: Create the swapchain in fullscreen mode if enabled.
2016-11-11 20:36:10 +01:00
Jules Blok
c21efa0cad
D3D: Move exclusive mode switching to UI thread.
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This prevents deadlocks when switching to exclusive mode.
And it also allows the CPU thread to block until we've completed the switch.
2016-11-11 20:36:04 +01:00
degasus
be29090aae
AVIDump: Add a struct for the state.
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So AddFrame use no global state and can be threaded well.
2016-11-04 18:35:42 +01:00
Jules Blok
2536e37ec5
Merge pull request #4194 from Armada651/efb-source-format
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PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
Jules Blok
ab5054c34e
VideoBackends: Always enable dual-source blending if supported.
2016-10-10 17:32:51 +02:00
degasus
9f264c0872
AVIDump: Move CoreTiming into caller.
2016-10-10 12:03:18 +02:00
Markus Wick
a583d36c7f
Merge pull request #4326 from degasus/framedump
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Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
Markus Wick
a86b2c15d8
Merge pull request #4322 from Helios747/I_hate_features
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Remove Frameskip
2016-10-08 21:41:43 +02:00
degasus
64927a2f81
Renderer: Merge screenshot logic into VideoCommon.
2016-10-08 19:38:57 +02:00
anthony
b427ead0cc
Remove Frameskip
2016-10-08 11:49:51 -05:00
degasus
db0509560e
AVIDump: Hard code rgba.
2016-10-08 18:16:32 +02:00
degasus
0864ef4352
VideoCommon: Add custom stride for framedumping.
2016-10-08 15:44:54 +02:00
degasus
1ef5ba0c53
D3D: Skip redundant format convertions.
2016-10-08 15:40:49 +02:00
degasus
b5a91e1dfa
Framedumps: Add finish() function to limit memory lifetime.
2016-10-08 15:39:22 +02:00
degasus
ebc617882b
VideoCommon: Drop RepeatFrameDumpFrame helper.
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This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
degasus
64b648f6c8
D3D: Use VideoCommon framedumping helpers.
2016-10-07 23:10:36 +02:00
Chris Burgener
43c48a6f48
Fix frame dumps on file close in certain situations
2016-10-04 09:26:23 -04:00
Shawn Hoffman
86112c7258
VideoCommon: Minor changes
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Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
Lioncash
168e145fae
D3D: Remove unnecessary renderer global references
2016-08-31 14:17:22 -04:00
Jules Blok
65472260d8
D3D: Correctly invert the viewport depth range.
2016-08-23 09:57:11 +02:00
Jules Blok
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
Jules Blok
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
Chris Burgener
f31adf9635
Fix D3D crashes/issues
2016-06-27 10:13:17 -04:00
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
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
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
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
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
Jules Blok
8158d291aa
D3D: Use the full depth range for Z pokes.
2016-01-11 22:27:41 +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
Chris Burgener
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
Jules Blok
8c3108b354
Render: Clamp the z range to the full range.
2016-01-03 15:39:34 +01:00