Lioncash
07cddf6f7f
AbstractTexture: Add missing includes (and remove unnecessary ones)
2017-06-18 23:29:22 -04:00
shuffle2
e63c337830
Merge pull request #5305 from iwubcode/abstract_texture
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Abstract Texture
2017-06-18 12:57:05 -07:00
Leo Lam
bc9c9b9fe4
Merge pull request #5594 from MerryMage/phack
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Cleanup Projection Hack
2017-06-16 18:36:39 +02:00
Florent Castelli
0b504fa046
d3d: Add missing include
2017-06-16 05:52:01 +02:00
Leo Lam
8f460a1cda
Merge pull request #5611 from JosJuice/reorganize-file-namespace
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Reorganize File namespace
2017-06-15 23:28:36 +02:00
JosJuice
cf94ce6305
Add a namespace to OpenFStream
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For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
JosJuice
f09ceaa735
Move IOFile to a separate file
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Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
MerryMage
f8a99ca192
VertexShaderManager: Rename projection hack variables
2017-06-15 16:38:10 +01:00
iwubcode
e4896d39bd
Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat
2017-06-13 00:41:56 -05:00
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
8a56ef42dc
Vulkan: Fix image layout assertion failing for palette textures
2017-06-13 14:47:09 +10:00
shuffle2
2b86cf02a8
Merge pull request #5589 from stenzek/vulkan-validation-fixes
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Vulkan: Don't transition image layouts inside render passes
2017-06-11 16:59:02 -07:00
MerryMage
a0b41c83e7
VideoConfig: Remove bRunning
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Value was set but not used.
2017-06-11 15:06:12 +01:00
Stenzek
ca55ba6c1d
Vulkan: Transition texture cache entries before usage
2017-06-10 23:52:39 +10:00
Stenzek
8bb6abacf8
Vulkan: Transition EFB/XFB buffers before beginning swap render pass
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Image layouts shouldn't be changed within a render pass.
2017-06-10 23:52:32 +10:00
Shawn Hoffman
5480efdff2
video: change multisample/AA setting to u32
2017-06-07 20:20:25 -07:00
Shawn Hoffman
ab4a785f1b
d3d: silence variable shadowing warning
2017-06-07 20:09:43 -07:00
Shawn Hoffman
e1a3e41bf3
fix various instances of -1 being assigned to unsigned types
2017-06-07 19:52:07 -07:00
shuffle2
c8166951a0
Merge pull request #5418 from MerryMage/config-again-and-again
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VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
Shawn Hoffman
7431dd3dce
msbuild: make Externals inclusion methods uniform
2017-06-03 18:20:41 -07:00
Shawn Hoffman
a3caa14ade
remove duplicate code in msbuild files
2017-06-03 18:20:40 -07:00
Shawn Hoffman
397720a9fe
might as well update yet some more pointless version numbers..
2017-06-03 18:20:40 -07:00
MerryMage
f5f45855f0
GameConfigLoader: Add GFX Game INI translations
2017-06-03 18:13:02 +01:00
iwubcode
1b685bcde9
Fix for loop in D3D Renderer ApplyState function
2017-05-29 23:32:32 -05:00
Leo Lam
c76335eaf1
Merge pull request #5484 from BhaaLseN/permissive
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Windows: Enable MSVC Standards Conformance (/permissive-)
2017-05-29 22:29:44 +02:00
Lioncash
d6b6b070bc
D3D/Render: Get rid of undefined behavior in Create3DVisionTexture
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pSysMem is of the type const void* -- because of this, it makes the
original delete[] call undefined behavior, as deleting a void pointer is
undefined behavior.
Also punning types into existence, like what was done for the stereo
image header is undefined behavior as well. The proper way to do this is
to either manually add all individual bytes manually, or memcpy the
struct into memory.
As we want to deallocate the memory before returning, and because
pSysMem is a const void*, we keep a unique_ptr to the data and just pass
pSysMem a raw pointer to the data.
2017-05-28 23:28:00 -04:00
Lioncash
278e406f0b
D3D/Render: Use std::array where applicable
2017-05-28 23:28:00 -04:00
Lioncash
0c3958bbe5
D3D/Render: Join variable with declaration
2017-05-28 23:27:59 -04:00
Lioncash
3ee447e5f7
D3D/Render: Get rid of unnecessary casts
2017-05-28 23:27:59 -04:00
Lioncash
ba5b215c42
D3D/Render: Mark translation unit local variables as static
2017-05-28 23:27:59 -04:00
BhaaL
072c161445
upgrade to Windows SDK 10.0.15063.0
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this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
Michael Maltese
e041602416
CMake: remove references to D3D12
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It's gone!
2017-05-26 01:16:04 -07:00
Pierre Bourdon
d592bdd4d4
Migrate to Visual Studio 2017.
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Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
Helios747
a465c483f3
Remove D3D12
2017-05-18 17:01:12 -07:00
lcsondes
94be591606
VS2017 build fix after upgrading project
2017-05-13 20:34:27 +01:00
degasus
afb0beb9ab
OpenGL: Mute nvidia performance warning about stalling the GPU.
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They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
Stenzek
cc851c41c1
TextureCache: Move host texture utility functions to VideoCommon
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The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek
c53a60f3c3
Vulkan: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
3f18c5e0f1
D3D12: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
2d75c2ab10
D3D11: Support native compressed textures
2017-04-29 13:46:42 +10:00
Stenzek
f5d95dcc86
OGL: Use native compressed textures on supported drivers
2017-04-29 00:44:34 +10:00
Stenzek
f4b848949c
TextureCache: Support compressed textures and pass pitch/size to upload
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This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
Stenzek
bc8a96d713
HiresTextures: Support parsing DDS files directly
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This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
Stenzek
27ae5b8d34
VideoConfigDiag: Move post-processing shader list to post processor
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The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
Stenzek
417a4ca206
Vulkan: Implement post-processing backend
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No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
Stenzek
a10e8b1ef5
VideoCommon: Move the blit methods to the backend class
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The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
Stenzek
d1dc9d5a0c
Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
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Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
Stenzek
16a947a88b
Merge pull request #5270 from stenzek/vulkan-aa
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Vulkan: MSAA and frame dumping fixes
2017-04-18 21:58:14 +10:00
Stenzek
fd896bd9e0
OGL: Drop BlendingState.dither
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How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
Stenzek
ddc5275071
VideoCommon: Drop SetDitherMode()
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It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00