Commit Graph

508 Commits

Author SHA1 Message Date
Lioncash 01f99a04a2 VideoBackend: Get rid of a boolean global
Also gets rid of global headers
2016-01-02 18:03:28 -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
Scott Mansell d8e5d8659e TextureCache, fix an incorrect assert. 2015-12-29 14:25:31 +13:00
Markus Wick aabcd441d9 Merge pull request #3381 from Armada651/revert-3076
Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
2015-12-28 10:18:32 +01:00
Stenzek 5cb047f449 D3D: Fix compilation error on windows 2015-12-28 15:50:01 +10:00
Markus Wick 294bb75316 Merge pull request #3295 from stenzek/d3d-xfb-msaa
D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
Stenzek 4d48a7abfc D3D: Fix crash on startup/resize 2015-12-23 23:07:31 +10:00
Lioncash da0e647346 Render: Get rid of explicit new and delete 2015-12-22 19:10:05 -05:00
Jules Blok 8bda12bcfd Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
This reverts commit 81414b4fa2, reversing
changes made to b926061f64.

Conflicts:
	Source/Core/DolphinWX/Frame.cpp
	Source/Core/VideoCommon/VideoConfig.cpp
	Source/Core/VideoCommon/VideoConfig.h
2015-12-23 00:35:19 +01:00
Lioncash f448c6e291 FramebufferManagerBase: Get rid of explicit delete and new 2015-12-21 15:57:48 -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
hdcmeta 50b9ab4541 Set g_vertex_manager to nullptr on DX11 backend shutdown.. OGL backend already does this 2015-12-20 17:02:36 -08:00
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
Stenzek 7b628c99ec D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiB 2015-12-20 00:31:58 +10:00
degasus e26d9f7c35 MSAA: Store samples in ini files. 2015-12-15 09:41:01 +01:00
Stenzek 5dcd3cd4fd D3D: Fix crash when taking screenshot with crop enabled
This was due to specifying negative source coordinates for the texture copy, which must lie within the bounds of the source and destination textures.

The behavior now is to clamp the copy region to [0 <= size <= backbuffer size], resulting in a copy region that can be smaller than the backbuffer, but never larger.
2015-12-09 02:38:24 +10:00
Stenzek 63264ac23f D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-12-08 20:29:21 +10:00
Stenzek 5e803c3db3 D3D: Fix EFB->XFB copies incorrectly scaling, match GL behavior 2015-11-28 20:04:36 +10:00
degasus fc00598785 NativeVertexFormat: Inline Initialize in contructor
They were only called at once, so no need to seperate them.

This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
Stenzek d1b132731d D3D: Remove redundant cast, move pitch calculation to caller 2015-11-24 21:54:19 +10:00
Stenzek 6be4608a0d D3D: Fix crash on some drivers with small textures 2015-11-24 21:15:19 +10:00
Markus Wick f172cda50f Merge pull request #3191 from lioncash/rekt
MathUtil: Minor changes to Rectangle
2015-11-18 10:40:54 +01:00
degasus 087ba5268a TextureCache: Rewrite EFB Copy control flow 2015-11-15 12:02:41 +01:00
degasus dcdf8fd3ce TextureCache: Split efb2ram from efb2tex 2015-11-15 11:59:52 +01:00
degasus d7d8704353 D3D-TextureEncoder: Remove TCache::Entry usage 2015-11-15 11:59:52 +01:00
Tillmann Karras 81d9cce70c VideoCommon: rename TextureCache to TextureCacheBase 2015-11-06 15:43:58 +01:00
Tillmann Karras 71d1eb3c31 VideoCommon: return code/uid from shader gens
rather than passing in non-const references
2015-11-03 14:40:23 +01:00
Tillmann Karras c52c73f762 VideoCommon: VertexManager -> VertexManagerBase
It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
Tillmann Karras 983978ee66 VideoCommon: flush vertex manager if components change 2015-11-01 22:39:31 +01:00
Tillmann Karras 7066689131 ShaderCaches: remove unneeded typedefs 2015-10-29 14:43:05 +01:00
Lioncash c28e3affc5 TextureCacheBase: Change CacheLinesPerRow to BytesPerRow 2015-10-22 08:14:43 -04:00
Lioncash 10c1fd7f38 MathUtil: Make Rectangle constructors and equality operator constexpr 2015-10-20 20:30:36 -04:00
shuffle2 81414b4fa2 Merge pull request #3076 from void-ghost/stereo3d_presets
Stereo3d presets
2015-10-03 18:10:23 -07:00
flacs 8ea9b07b59 Merge pull request #3093 from lioncash/header_shuffle
Common: Trim Common.h
2015-09-27 03:18:03 +02:00
Lioncash cc036ca86c Common: Remove other Common prefixed headers from Common.h 2015-09-26 18:51:58 -04:00
Ryan Houdek be667e7de8 Merge pull request #3035 from aserna3/SSAAImprovements
Improved OGL and D3D's AA options in UI
2015-09-26 09:27:39 -04:00
Anthony Serna df189c3ea3 Improved D3D and OGL AA option UI
Removed Quality Levels from D3D AA options

Dropdown text now shows whether you're applying MSAA or SSAA

Added a description for SSAA

Moved SSAA checkbox

Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-25 09:05:18 -07:00
ghost 07e4b4f7c4 VideoBackend: Video config filename is now exposed in VideoBackends.
It reduces redundancy. Needed make possible to save current video config.
2015-09-22 09:47:19 +03:00
Scott Mansell deeb1d8370 Remove segfault from DX11 backend.
Instead of blindly using the expected width, clamp it to the stride of the
buffer which dx11 returns. This prevents use from reading invalid memory
at the end of textures.

This doesn't solve the base issue of what to do when a game tries to copy
from outside the efb. On real hardware it returns random noise (biased
to all ones)
2015-09-17 02:22:00 +12:00
Scott Mansell 1f800b80dd Merge pull request #2960 from phire/improve_efb2tex
Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus 1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
Scott Mansell ee649c6d9f Make efb2tex behave more like efb2ram.
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.

Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell 137856bd00 Fix palette conversions for 4 bit efb copies.
Fixes purple shadow in THPS4 and many other things.
2015-09-06 21:16:52 +12:00
Scott Mansell b9be3245e1 Move common EFB copy code into VideoCommon
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Scott Mansell 52948bb3ef Cleanup and unify handling of efb copy stride. 2015-09-05 23:37:24 +12:00
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
Lioncash 102a2a975d BitField: Enable ifdef'd out code for Windows 2015-09-03 22:06:15 -04:00
Shawn Hoffman aa7208e270 [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
Jules Blok b01ca1794a Revert "VideoCommon: Clamp integer conversions."
This reverts commit 0f2c72f0f8.
2015-08-15 13:50:43 +02:00
degasus e2f42f8fd0 OGL: Move copy_image variable into backend. 2015-08-06 19:41:36 +02:00
unknown 739ede2242 Fix code to comply with coding style 2015-07-31 20:00:36 -04:00
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
Lioncash 7ee0e75633 Remove unnecessary virtual keywords 2015-07-30 10:33:08 -04:00
booto 9d055ba5f2 Video: Trying to fix D3D/XFB disabled regression 2015-07-26 00:59:00 +08:00
booto efd250494d Video: stride in bytes rather than pixels 2015-07-25 02:48:56 +08:00
booto 2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
Rodolfo Bogado d8cd2c3252 Implement scaled partial texture updates 2015-07-02 08:53:40 -03:00
Lioncash daa205990f Use emplace() instead of insert() where applicable for maps. 2015-06-28 19:52:40 -04:00
Jules Blok 75a9740ab7 Merge branch 'stable' 2015-06-25 12:24:15 +02:00
Jules Blok dbfdbf7dbd D3D: Cosmetics.
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Markus Wick 8493feb89f Merge pull request #2602 from mimimi085181/partial-texture-updates2
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
Jules Blok 21a70903ed Merge branch 'stable' 2015-06-23 20:16:55 +02:00
mimimi085181 0ed6b5623f Support partial texture updates via efb copies 2015-06-21 14:02:44 +02:00
Matthew Parlane 45aeeee699 Fix aniso filtering on d3d to not set aniso filter when using 1x 2015-06-19 20:55:32 +12:00
Jules Blok 4042945ee5 Merge branch 'stable' 2015-06-13 01:12:12 +02:00
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
Matthew Parlane 5cce640f48 Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok 75fef8e26f D3D: Implement Z pokes. 2015-06-07 15:33:30 +02:00
Jules Blok cfc23560d9 D3D: Set the viewport to the full target size when doing EFB pokes. 2015-06-07 13:32:00 +02:00
Jules Blok ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
JosJuice 95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Jules Blok ca7801da44 D3D: Invert initial depth buffer clear. 2015-05-26 15:31:36 +02:00
galop1n 2975e53091 D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Tillmann Karras 268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
Jules Blok e31982474c OGL: Depth range inversion. 2015-05-22 23:52:22 +02:00
Jules Blok 88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
Jules Blok 05f42f94a0 OGL: Use floating point arithmetic to scale the depth value. 2015-05-20 14:22:30 +02:00
Markus Wick 695a72c24c Merge pull request #2414 from Armada651/depth-clamp
VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
Jules Blok f7151a2a5c Revert "D3D: Use a 32-bit floating point depth buffer."
This reverts commit a224c604a3.
2015-05-16 22:16:31 +02:00
Jules Blok a224c604a3 D3D: Use a 32-bit floating point depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok 84a5f4abb0 VideoBackends: Use the new divisor when clearing the depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok 1a409a2e16 VideoBackends: Clamp Z peek values. 2015-05-08 14:32:21 +02:00
Jules Blok 0f2c72f0f8 VideoCommon: Clamp integer conversions. 2015-05-08 14:32:16 +02:00
Jules Blok b0770e2a0c VideoBackends: Floor depth values in depth copy shaders. 2015-05-08 14:29:30 +02:00
Jules Blok c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
shuffle2 268b8fd26f Merge pull request #2026 from mrgreywater/d3d-debugbreak
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
Jules Blok 24594a7888 PixelShaderCache: Fix MSAA depth copy shader. 2015-05-06 12:43:35 +02:00
Jules Blok 7a1252f7e5 VideoBackends: Implement depth copy shaders with integer math. 2015-05-05 00:40:25 +02:00
Yuriy O'Donnell df5750edfd D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit 2015-05-03 21:14:29 +02:00
Yuriy O'Donnell 2b664f5d89 D3D: StateManager::Apply no longer iterates through every texture and sampler slot
Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
Lioncash 9eb608c9da Merge pull request #2301 from lioncash/const
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash 63393570fb PerfQueryBase: Move common implementation variables into base class 2015-04-15 19:22:16 -04:00
Lioncash b0613bb1c8 General: Apply the const specifier where applicable 2015-04-15 02:04:03 -04:00
Lioncash bdde6b2a7c D3D: Remove dependency on wxWidgets
This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
Shawn Hoffman ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
degasus 35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras f75187db3e Add missing newlines at EOF 2015-03-01 17:17:09 +01:00
degasus 967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
Jules Blok c180174e4a D3D: Use the correct format when resolving the EFB depth texture. 2015-02-21 11:50:19 +01:00
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
mr.greywater c43da7e00b D3D: replace memset, fix warning 2015-02-12 14:45:05 +01:00
mr.greywater 442b7ba99c D3D: Add debug object name for efb encoder pixel shader 2015-02-12 14:34:36 +01:00
mr.greywater b5ffba3291 D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName 2015-02-12 14:34:35 +01:00
mr.greywater 3d3a68a2f0 D3D: Add break on error in debug build 2015-02-12 14:34:34 +01:00
magumagu 0f96a0104e Merge pull request #1752 from Buddybenj/clean-up
Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater 2434b531f3 D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau c18c50a0e1 Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
magumagu 0030ad9ecf Fix D3D regression from PR1948.
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick da31314775 Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick 43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu 897b678d24 D3D: delete unnecessary code. 2015-01-26 10:58:32 -08:00
magumagu 33259c272b Remove some debugging junk. 2015-01-25 23:11:36 -08:00
magumagu cb05730127 Use linear sampling in ScaleByHalf mode. 2015-01-25 23:05:23 -08:00
magumagu cb5d3fce4f Fix stupid mistake. 2015-01-25 21:20:25 -08:00
magumagu 6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
magumagu ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau d7a8752228 Merge pull request #1920 from CarlKenner/fix3dxfb
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki 4f324ad742 Clean Up 2015-01-24 17:10:21 -06:00
magumagu 6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
Scott Mansell 5510c86b81 Move Zfreeze code out individual backends into videoCommon
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011 add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell 88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell 418296961c Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011 613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011 937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Markus Wick 0d0f7ec662 Merge pull request #1894 from Armada651/exclusive-fix
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok 332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner 4768d0f0a8 This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek 7e64869185 Merge pull request #1887 from Tilka/vertex_loader_jit
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus 6cd6e6546f TexCache: merge texture and rendertarget factory function 2015-01-18 19:47:48 +01:00
degasus 615ae9f106 TexCache: remove PC_TexFormat
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras 68d204e877 D3D: remove unused variable 2015-01-18 12:59:33 +01:00
magumagu 7d5abb4eb4 D3D: allow selecting adapters with no outputs.
The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok 8d69658a9d Add exclusive mode OSD messages. 2015-01-17 16:11:17 +01:00
Jules Blok b87fddb027 D3D: Allow borderless fullscreen to be turned on/off during gameplay. 2015-01-17 16:11:12 +01:00
Jules Blok 803bea5004 D3D: Fix Dolphin immediately exiting exclusive fullscreen. 2015-01-16 16:01:29 +01:00
Markus Wick 7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick 0932282caf Merge pull request #1818 from ZephyrSurfer/master
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +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 1c98a43203 TexCache: clean up frameCount handling 2015-01-11 22:23:35 +01:00
Markus Wick 6c46f27709 Merge pull request #1501 from degasus/texture_creation
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181 56e93f8fdd Update size_in_bytes of texture cache entries when copying efb to ram 2015-01-10 13:47:52 +01:00
degasus 38f42da55a TexCache: remove expanded_width
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
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