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
980ce440ef
Merge pull request #1813 from Armada651/convergence
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Add UI for per-game stereoscopy settings.
2015-01-13 00:25:38 +01:00
Markus Wick
5be85cf928
Merge pull request #1814 from phire/worldspace_untangling
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Move worldpos into it's own varying.
2015-01-12 22:59:21 +01:00
skidau
14ced85d85
Made the CPU thread wait for the GPU thread to swap, when XFB is enabled. May fix some of the "FIFO is overflowed by GatherPipe ! CPU thread is too fast!" errors.
2015-01-12 19:40:43 +11:00
degasus
22e06daf5c
TexCache: recreate the entry on level missmatch
2015-01-11 23:11:04 +01:00
degasus
a9eb08b85d
TexCache: Choose texture based on mipmap count
2015-01-11 22:41:04 +01:00
degasus
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
d640453274
TexCache: cleanup max texture level
2015-01-11 22:23:35 +01:00
degasus
1261f5f7f4
TextureCache: inline arguments into texture cache
2015-01-11 22:23:35 +01:00
degasus
2b47df07b6
TexCache: use c++11 syntax for std::map::erase
2015-01-11 22:23:35 +01:00
degasus
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
degasus
6ba613fbd3
TexCache: unify global variables
2015-01-11 22:23:35 +01:00
degasus
774596dbed
TexCache: rename OverlapsMemoryRange
2015-01-11 22:23:35 +01:00
degasus
dddcea5a9a
TexCache: don't invalidate efb copys because of config changes
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We'll loose data on invalidating them. So just keep them until a new copy is done.
A wrong scaled copy is better than no copy if the game doesn't creates a new one.
2015-01-11 22:23:35 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
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This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus
614d058db1
TexCache: don't load tex level 0 on creation
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This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
degasus
8bdbe37c91
TexCache: Wipe pal hash
2015-01-10 11:55:16 +01:00
Markus Wick
f0f8384639
Merge pull request #1785 from degasus/custom_texture
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VideoCommon: Custom texture handling
2015-01-08 13:29:45 +01:00
Tillmann Karras
4d1face540
Fix indentation
2015-01-07 21:51:47 +01:00
Markus Wick
d8d4c94e07
Merge pull request #1819 from Tilka/cmake
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CMake: simplify some expressions
2015-01-06 09:27:59 +01:00
degasus
110d494070
VideoCommon: fix deterministic dual core
2015-01-03 21:50:51 +01:00
Tillmann Karras
6bcdb10eee
CMake: simplify some expressions
2015-01-03 13:17:57 +01:00
Scott Mansell
1b771deb56
Move worldpos into it's own varying.
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Previously it was packed into spare slots in clippos.xy and normal.w,
but it's ugly and more importantly it's causing bugs.
This was discovered during the debugging of a zfreeze branch, which
expected clippos.xy to be xy position coordinates in clipspace (as
the name suggested).
Turns out the stereoscopy shader had also run into this trap, modifying
clippos.x (introducing errors with per-pixel lighting).
This commit has been moved outside of the zfreeze PR for fast merging.
2015-01-03 09:23:09 +13:00
Jules Blok
b816ee1f79
VideoConfig: Define a per-game minimum convergence value instead of a percentage boost.
2015-01-02 17:07:08 +01:00
skidau
9c6795c7b7
Merge pull request #1778 from JMC47/ReadIdleFix
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Remove AtBreakpoint() from ReadIdle. Fixes Rogue Squadron 2 without breaking Gladius
2015-01-02 12:00:00 +11:00
Markus Wick
ec4dfae333
Merge pull request #1747 from Armada651/intel-workaround
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OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Markus Wick
f5cddd4020
Merge pull request #1790 from Armada651/master
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VideoConfig: Don't disable stereoscopy if Real XFB is enabled but not in use.
2014-12-30 12:30:23 +01:00
Jules Blok
0860c02258
VideoConfig: Don't disable stereoscopy if Real XFB is enabled but not in use.
2014-12-29 19:15:31 +01:00
Jules Blok
b474c4229d
VertexShaderManager: Turn off the epsilon hack for Nvidia 3D Vision.
2014-12-29 17:05:39 +01:00
Jules Blok
da058b3078
VideoConfig: Fix convergence parameter.
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Looks like a rebase failed somewhere.
2014-12-29 12:03:59 +01:00
degasus
c6dd5044d6
VideoCommon: make hash independet from hires textures
2014-12-29 10:24:27 +01:00
degasus
f8184858da
VideoCommon: Merge code to generate texture names on dumping
2014-12-29 10:24:27 +01:00
degasus
51bfc4c52a
VideoCommon: rewrite custom textures
2014-12-29 10:24:21 +01:00
Jules Blok
3ed777b0f9
PixelShaderGen: Don't assign to input variables.
2014-12-28 23:37:05 +01:00
Jules Blok
8676891f77
VertexShaderGen: Don't read from output variables.
2014-12-28 23:28:00 +01:00
Jules Blok
3f763e6999
DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore.
2014-12-28 23:28:00 +01:00
Jules Blok
7eb353b3bd
VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
2014-12-28 23:28:00 +01:00
Jules Blok
2c0bee5da9
DriverDetails: Update Intel bug description.
2014-12-28 23:28:00 +01:00
Markus Wick
0f87d9b669
Merge pull request #1781 from Armada651/xfb-fixes
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D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek
15f074dd21
Merge pull request #1766 from Armada651/enable-stereo
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Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
Justin Chadwick
51b26f3397
Remove AtBreakpoint() from ReadIdle. Fixes Rogue Squadron 2 without
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Breaking Gladius
2014-12-27 19:16:50 -05:00
Jules Blok
86120bfc97
GeometryShaderManager: Set viewport in SetConstants().
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Setting it in the callback is too early.
2014-12-26 17:58:59 +01:00
Jules Blok
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
Jules Blok
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
Jules Blok
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
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Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
c424aa1ac6
GeometryShaderManager: Boost convergence value.
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Most game don't require much granularity regarding the convergence value.
The default convergence was also too low, this commit increases it tenfold.
2014-12-24 23:29:40 +01:00
Jules Blok
70b898e2c6
VideoConfig: Rename Separation to Depth and update descriptions.
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More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-24 23:28:23 +01:00
Jules Blok
9590ea0cf6
VideoConfig: Turn off stereoscopy when Real XFB is enabled.
2014-12-24 18:45:24 +01:00