Markus Wick
7069450ce5
Merge pull request #1872 from degasus/texcache
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Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
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Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
Jules Blok
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
Jules Blok
3b9c070ee0
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-04 16:42:16 +01:00
Patrick A. Ferry
069a0864c0
Scale the offset to the IR scale
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The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Patrick A. Ferry
eebd7da443
Fix stretching with Virtual XFB in D3D
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This change matches the behaviour of OpenGL.
This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.
See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Jules Blok
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
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Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok
730a6e5f4b
D3D: Fix Virtual XFB viewport.
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Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
1bbb323e97
D3D: Remove obsolete Real XFB codepath.
2014-12-24 23:55:04 +01:00
Jules Blok
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
Jules Blok
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
Jules Blok
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00
degasus
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
degasus
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
degasus
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
Jules Blok
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
Jules Blok
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00
Ryan Houdek
02f22152be
Merge pull request #1706 from Armada651/line-width
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VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18 19:43:12 -06:00
Jules Blok
3d9dfad6a2
D3D: Set the geometry shader before every draw call.
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And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
magumagu
31bcdb8f2f
D3D+OGL: choose blendenable over logicopenable.
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No sane game should turn on both logicopenable and blendenable in the same
blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15 20:16:25 -08:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
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This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
a6ac7dd5bd
D3D: Fix Nvidia 3D Vision memory leak
2014-12-14 13:28:49 +01:00
Jules Blok
b2e73400be
Cosmetics
2014-12-14 13:28:48 +01:00
Jules Blok
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
Jules Blok
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
Jules Blok
3355d8086d
D3DUtil: Use a geometry shader to clear all slices.
2014-12-14 13:28:46 +01:00
Jules Blok
d58e389f67
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
2014-12-14 13:28:45 +01:00
Jules Blok
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
Jules Blok
9d9bd5341d
D3D: Restore viewport after stereo blitting.
2014-12-14 13:28:43 +01:00
Jules Blok
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
Jules Blok
e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
Dolphin Bot
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
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D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
skidau
7bc78827ed
Merge pull request #1574 from degasus/profiler
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Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
degasus
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
Yuriy O'Donnell
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
1fe3d07cbd
D3D: Removed somewhat mysterious comment
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It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
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This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
skidau
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
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Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Yuriy O'Donnell
97423d5ed8
D3D: Fixed anisotropic filtering.
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This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
Yuriy O'Donnell
b78396847f
D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
2014-10-17 22:24:57 +02:00
Yuriy O'Donnell
bea68c95a4
D3D: Fixed uninitialized members of gx_state
2014-10-15 20:22:41 +02:00
Yuriy O'Donnell
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00