The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.
This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().
A future cleanup could remove g_pWindowHandle entirely.
Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.
Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
It was only used for Windows XP and lower.
This also bumps the _WIN32_WINNT define in the stdafx precompiled headers to set the minimum version as Windows Vista.
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.
However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
This ensures the transition from/to exclusive mode happens while the RenderFrame is fullscreen.
This prevents fullscreen loops and relieves us of having to restore the window size after we exit fullscreen.
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
logging.
For quite a while this has been causing integer division to generate a warning as error, blocking shader compiling. This means probably no one has even been running D3D in debug builds...
I tried disabling the warning with a #pragma, but it doesn't seem to apply when this flag is used.
We need to explicitly round when converting colors from float to uint
because multiplying a normalized float by 255 might not result in a whole
number. (The exact result here may vary depending on your
drivers/hardware.)
Ideally, we shouldn't be using floating point here, but fixing that is a
much more complicated patch.
Fixes gxtest TEV tests using Intel HD 4000.
CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
Trying to use GetDepthMatrixProgram outside of
TCacheEntry::FromRenderTarget is a bad idea, so don't. Instead, use a
shader which only copies the input.
Fixes lens flare depth test in Twilight Princess. See
http://code.google.com/p/dolphin-emu/issues/detail?id=5999 .
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
include the \0 that is always added?)
- set some free()'d pointers to NULL