Commit Graph

226 Commits

Author SHA1 Message Date
Pierre Bourdon e7fbd1fd50 Merge pull request #3439 from Armada651/depth-range
Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
Ryan Houdek b4eb5d8e3f Disable geometry shaders on mesa AMD/ATI drivers.
Causes misrenderings in games that uses them.
2016-01-09 15:09:37 -06:00
Pierre Bourdon bf1c53a6e8 Merge pull request #3451 from RisingFog/libav
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
Ryan Houdek 0a42a0ab1b Merge pull request #3428 from Sonicadvance1/proper_glextensions
Make GLExtensions no longer require slghtly modified GL headers
2016-01-06 15:24:47 -05:00
Markus Wick ca7160f714 Merge pull request #3434 from lioncash/enum
OnScreenDisplay: Make CallbackType an enum class
2016-01-04 13:47:22 +01:00
Lioncash 1bcfae5fd7 OGL: Correct unique_ptr types
By default unique_ptr will call delete on the given type if an array
qualifier isn't present, not delete[]. It's important to explicitly
specify an array is being handled.
2016-01-03 16:00:16 -05:00
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
Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Lioncash edda018d54 OnScreenDisplay: Make CallbackType an enum class 2016-01-02 14:57:55 -05:00
Ryan Houdek 37525f3fcf Make GLExtensions no longer require slghtly modified GL headers.
In fact, removes the need for external headers at all.
2016-01-02 10:34:13 -06:00
Ryan Houdek b4e9bbb551 Merge pull request #3336 from Sonicadvance1/improve_glextensions
[GLExtensions] Improve the extension loader.
2016-01-01 13:01:51 -05:00
Markus Wick 330329254c Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
Stenzek 12ef4c8ae0 OGL: Fix for black framebuffer when resolution/msaa mode changes 2015-12-23 23:29:32 +10:00
Lioncash da0e647346 Render: Get rid of explicit new and delete 2015-12-22 19:10:05 -05:00
Lioncash f295182833 VideoBackends: Simplify initialization and deinitialization of resources
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
Stenzek a61fc372bb VideoCommon: Change PokeEFB to take a pointer rather than a vector
This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
degasus e26d9f7c35 MSAA: Store samples in ini files. 2015-12-15 09:41:01 +01:00
Ryan Houdek 78dda1cf79 [OGL] Update extension checks in Render.
This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES.
This no longer happens so it needed to be changed.
2015-12-13 11:39:45 -06:00
Ryan Houdek ed5e3c054e Enable Anisotropic filtering in ES.
This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
2015-11-19 02:00:43 -06:00
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 e7b2a22225 Support Conservative Depth as a fallback for EarlyZ
Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
Lioncash d6ff75d71d OGL: Remove unnecesary FPSCounter include from Render.cpp 2015-09-29 10:01:38 -04:00
Scott Mansell c9836ff592 EGL: Don't depend on VideoCommon or Core 2015-09-22 00:36:48 +12:00
Scott Mansell 95f3c956a8 Move GL interface code out of the OpenGL video backend. 2015-09-22 00:36:45 +12:00
Ryan Houdek 5556781946 Merge pull request #3018 from Armada651/ogl-tab
OGL: Invert Top-and-Bottom mode.
2015-09-12 02:21:19 -04:00
Ryan Houdek 17ff069d4a Merge pull request #3002 from degasus/master
OGL: reimplement SSAA based on ARB_gpu_shader5
2015-09-12 02:14:45 -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
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.
Allows them to be enabled/disabled separately.
2015-09-10 18:38:45 +12:00
degasus 74b20e627c VideoCommon: Drop "Disable destAlpha" hack
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
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
degasus 1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
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
Ryan Houdek 9618738278 Remove all of our workarounds for Qualcomm devices we don't support anymore. 2015-09-04 23:45:35 -05:00
Ryan Houdek 5fa4c8d930 Support EXT_blend_func_extended in GLES.
This lets us get dual source blending on GLES targets.
2015-09-04 20:25:59 -05:00
Ryan Houdek 7a35f9285b [GLES] Support texture_buffer for palette texture conversion.
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
Ryan Houdek 447b1b09e3 Support OpenGL ES 3.2.
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.
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
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
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
booto c43ae67b3b RealXFB sizes don't get scaled by IR
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
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
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
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
Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00