Commit Graph

570 Commits

Author SHA1 Message Date
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
Abstract Texture
2017-06-18 12:57:05 -07:00
Florent Castelli 0b504fa046 d3d: Add missing include 2017-06-16 05:52:01 +02:00
JosJuice cf94ce6305 Add a namespace to OpenFStream
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
Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
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
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
shuffle2 c8166951a0 Merge pull request #5418 from MerryMage/config-again-and-again
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -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
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
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
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
Pierre Bourdon d592bdd4d4 Migrate to Visual Studio 2017.
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
Stenzek cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
Stenzek 2d75c2ab10 D3D11: Support native compressed textures 2017-04-29 13:46:42 +10:00
Stenzek f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
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
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
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 ddc5275071 VideoCommon: Drop SetDitherMode()
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
Stenzek e9850aa0f2 VideoBackends: Support updated texture encoding shader generators 2017-04-12 00:11:22 +10:00
Lioncash c7ab6861c2 RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters 2017-04-09 15:11:59 -04:00
Stenzek 97dc773a3e D3D: Drop redundant interface TextureEncoder 2017-04-04 22:57:23 +10:00
Stenzek 82fd984f3e VideoBackends: Add configuration field for GPU texture decoding 2017-04-01 12:32:05 +10:00
Stenzek b987f220e1 VideoBackends: Add support flag for compute shaders 2017-04-01 12:31:41 +10:00
Michael Maltese de940a5fd6 VideoConfig: add bSupportsFragmentStoresAndAtomics 2017-03-15 17:20:47 -07:00
Jules Blok 0a2b58c896 OGL: Remove support for NV_depth_buffer_float.
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Markus Wick e99cd57eb3 Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Stenzek 42993eeabc D3D11: Fix error on startup with >2.5xIR selected 2017-03-10 23:41:20 +10:00
Markus Wick ef74c5eabd Merge pull request #5051 from stenzek/renderer-fixes
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
Stenzek 2cd240af0d VideoBackends: Move max texture size to VideoConfig
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Markus Wick 489d90b6f3 Merge pull request #4999 from stenzek/renderer-statics
VideoCommon: Eliminate static state in Renderer
2017-03-08 11:02:20 +01:00
Stenzek 725d5bc3a1 D3D11: Drop unused method ReplaceRGBATexture2D 2017-03-04 22:37:10 +10:00
Stenzek 526fa9bc85 D3D11: Use D3D11_USAGE_DEFAULT for all TextureCache textures 2017-03-04 22:36:33 +10:00
Stenzek 00a0a91513 VideoCommon: Move last EFB scale handling to CalculateTargetSize 2017-03-04 16:53:07 +10:00
Stenzek afc25fdca0 VideoCommon: Rename Renderer s_ prefixes to m_ 2017-03-04 16:42:21 +10:00
Stenzek 238a70b006 VideoCommon: Move some common initialization logic to RenderBase 2017-03-04 16:42:16 +10:00
Stenzek 277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
Jules Blok a15555fe03 VideoBackends: Use vertex shader depth range if ztexture is used. 2017-02-26 11:34:48 +01:00
Jules Blok bde8126913 VideoBackends: Remove depth range clamping hacks.
Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore.
2017-02-24 14:54:20 +01:00
Jules Blok 94522d4cf3 OGL: Add support for glDepthRangedNV to handle oversized depth ranges. 2017-02-24 14:54:16 +01:00
Jules Blok 28e6e259ed VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
2017-02-21 02:57:23 +01:00