Stenzek
81ae88d2d5
AbstractTexture: Fix crash in Vulkan backend when freeing texture
2018-01-26 19:12:11 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
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For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
degasus
02dd062518
VideoCommon: Drop now unused efb2tex matrix generation.
2017-12-06 09:30:03 +01:00
Stenzek
e0ffce2785
D3D: Use VideoCommon EFB-to-texture shaders
2017-12-06 03:33:50 +10:00
Lioncash
b0fadbb5de
D3D/VertexManager: Add missing includes
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Gets rid of reliance on indirect includes
2017-12-02 20:09:33 -05:00
degasus
e2a9ee384f
VideoCommon: Rename TextureConversionShader namespace.
2017-12-02 15:17:39 +01:00
Markus Wick
491c10ec96
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
Lioncash
1e7096dd27
D3DBase: Mark file-scope variables as internally linked where applicable
2017-11-30 23:46:46 -05:00
Stenzek
db1d9de933
AbstractTexture: Drop slow map readback path
2017-11-22 18:49:33 +10:00
Stenzek
752dd4761d
D3D: Use new readback methods for EFB2RAM
2017-11-22 18:47:04 +10:00
Stenzek
56afebeb44
AbstractTexture: Seperate CopyRectangleFromTexture to two methods
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ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek
f43d85921d
VideoBackends: Add AbstractStagingTexture class
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Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek
a584ccc7d8
AbstractTexture: Support BGRA8 formats
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Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
Stenzek
5860c97144
D3D: Move device release from Renderer destructor to shutdown
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Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
Stenzek
c5a89b6483
D3D: Remove BeginFrame/EndFrame
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These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
Stenzek
d9400f708a
D3D: Move remaining static variables from Render.cpp to Renderer class
2017-11-22 18:47:04 +10:00
Stenzek
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
Stenzek
39559f6358
VideoConfig: Remove bSupportsInternalResolutionFrameDumps
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Field is unused as of Hybrid XFB.
2017-11-21 17:19:43 +10:00
Lioncash
d6f10fdc15
D3DUtil: Remove unused defines
2017-11-19 12:14:18 -05:00
Lioncash
01a92af014
D3DUtil: Make file-scope variables internally linked where applicable
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All file scope variables are able to be made internally linked.
CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00
Leo Lam
80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
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VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
Markus Wick
40ed0e4251
Merge pull request #6198 from lioncash/cmake
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D3D: Remove non-existent files from CMakeLists.txt
2017-11-19 10:41:32 +01:00
Lioncash
364eaadfe5
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
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Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash
2ef8ded8ce
D3D: Remove non-existent files from CMakeLists.txt
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Just a leftover that was missed in the Hybrid XFB PR.
2017-11-19 00:29:23 -05:00
Lioncash
5337e58284
VideoConfig: Make StereoMode an enum class
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
iwubcode
7248dd47d5
Hybrid XFB: Fix lint errors
2017-11-17 22:11:32 -06:00
iwubcode
4964fc87ae
Video Backends: Remove the right of the xfb region for games where the
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VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode
53684701fa
HybridXFB: Fix lint errors
2017-11-17 22:11:31 -06:00
iwubcode
1090549552
Software Backend: Force EFB/XFB to copy to ram
2017-11-17 22:11:31 -06:00
iwubcode
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
iwubcode
b285188de1
Video Backends: Implement vertical scaling for xfb copies. This fixes the
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display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode
198d3b69b4
Add ability to dump xfb copies to texture for debugging purposes
2017-11-17 22:11:28 -06:00
iwubcode
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00
iwubcode
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
Lioncash
2a782b8f16
D3D/main: Remove unused variable in InitBackendInfo()
2017-11-12 13:24:02 -05:00
Lioncash
3dbd6a53cc
D3DUtil: Remove unused file-scope variables
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These used to be used when the drawShadedTexSubQuad() function existed,
but since it's been removed they now have no use.
2017-11-11 18:56:44 -05:00
JosJuice
a310cbec8e
Fix incorrect handling of auto IR
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Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Leo Lam
e29cd19f73
Merge pull request #6118 from Tomcc/master
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Resolution independent mipmaps (high IR Super Mario Galaxy Fix)
2017-10-31 21:37:20 +01:00
iwubcode
b201777b83
D3D Backend: Change encoding parameter types from DWORD to our platform agnostic types
2017-10-30 10:27:02 -05:00
Tommaso Checchi
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
c15ea2f1ed
D3D: Fix crash if shaders fail to compile
2017-09-07 11:45:43 +10:00
Jules Blok
c97a799c5f
Merge pull request #6016 from Armada651/allow-tearing
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D3DBase: Support the "allow tearing" DXGI flags.
2017-09-06 13:22:23 +02:00
Stenzek
1073053df9
Merge pull request #6026 from stenzek/d3d-ubershader-logicop
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ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-06 18:33:47 +10:00
iwubcode
1ccfccdcf0
D3D: Properly handle dual source blending
2017-09-05 23:51:31 -05:00
Stenzek
84f8ebd95f
VideoBackends: Clear uid bits that are unused for the current backend
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Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Jules Blok
347fd065df
D3DBase: Support the "allow tearing" DXGI flags.
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This makes sure our framerate is unlocked when we disable V-Sync.
2017-09-04 23:12:52 +02:00
Anthony
ee6930a231
Merge pull request #6013 from stenzek/d3d-logic-op
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D3D: Implement logic op support
2017-09-03 19:26:50 -07:00
Anthony
26e777d80b
Merge pull request #5337 from stenzek/d3d-common-blending-state
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D3D: Use blending state from VideoCommon
2017-09-03 19:25:46 -07:00
Stenzek
90051536bf
D3D: Support logic op through integer render target view
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This brings D3D to parity with OpenGL and Vulkan.
2017-09-04 10:07:36 +10:00
Lioncash
36e299ca80
D3DTexture: Remove unused bindflags D3DTexture2D member variable
2017-09-03 13:12:26 -04:00
Lioncash
52099d1b0a
D3DTexture: in-class initialize class members where applicable
2017-09-03 13:08:06 -04:00
Jules Blok
8906b26ea5
D3DBase: Use the correct version of CreateDXGIFactory.
2017-09-03 14:33:06 +02:00
Stenzek
99d61906cc
Merge pull request #5948 from Armada651/d3d-explicit-stereo
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D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
2017-09-03 21:07:24 +10:00
Stenzek
c9d649d27c
D3D: Use Direct3D 11.1 where supported
2017-09-03 16:33:47 +10:00
Stenzek
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
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This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00
Stenzek
c90b0bf532
D3D11: Create debug device when validation layer is enabled in options
2017-09-03 14:14:19 +10:00
Stenzek
ce59121748
Merge pull request #6004 from lioncash/d3d
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D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-03 14:13:17 +10:00
Lioncash
2d45204f12
VideoBackends: Add the explicit keyword to WorkItem-derived class constructors
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Prevents implicit conversions
2017-09-02 17:35:20 -04:00
Lioncash
64de8a9d0b
D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-02 14:45:14 -04:00
Jules Blok
f4f6782ae6
D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
2017-08-20 18:25:49 +02:00
Anthony
a7bdd2ee1c
Merge pull request #5868 from stenzek/d3d-require-new-compiler
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D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
2017-08-14 09:55:31 -07:00
JosJuice
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
N.E.C
c3a57bbad5
Video: Clearly separate Texture and EFB Copy formats
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Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Stenzek
57f34d748b
D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
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Previously we were falling back to an earlier version of the compiler.
The older version cannot compile our ubershaders without various
graphical issues.
2017-08-02 19:54:55 +10:00
Stenzek
fe65b26d53
Merge pull request #5834 from stenzek/bc7
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Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
Stenzek
63305e9173
HiresTextures: Support loading BC7 (BPTC) from DDS files
2017-08-01 11:59:38 +10:00
Stenzek
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Stenzek
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
Stenzek
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek
25338c53e0
NativeVertexFormat: Drop unused virtual method SetupVertexPointers
2017-07-30 17:43:59 +10:00
Stenzek
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
7d78cf0f6f
ShaderGen: Implement pixel ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
228ddb8aba
D3D11: Reload shader cache when relevant config changes
2017-07-20 17:46:59 +10:00
Jules Blok
3fc9a48da0
D3DBase: Use the swapchain discard mode when possible.
2017-07-10 14:25:28 +02:00
Jules Blok
65495a1297
D3D: Resize the swapchain when the fullscreen state is changed
2017-07-10 14:24:11 +02:00
Jules Blok
07c5dcd739
D3DBase: Set the fullscreen state in Create()
2017-07-10 14:03:04 +02:00
Jules Blok
0f13c61daa
D3DBase: Only create a stereo swapchain when needed.
2017-07-10 01:24:43 +02:00
Jules Blok
77a318789a
D3DBase: Implement Windows 7 swapchain fallback.
2017-07-10 01:02:29 +02:00
Jules Blok
938939136e
D3DBase: Only use temporary mono when supported by the swapchain.
2017-07-10 01:02:05 +02:00
Jules Blok
b485329353
D3DBase: Set the monoscopic flag when we don't use stereoscopy.
2017-07-05 22:43:39 +02:00
Jules Blok
2ab068d3f2
D3DBase: Always create a stereo swapchain.
2017-07-05 22:43:39 +02:00
Jules Blok
179602e921
D3D: Add quad-buffer stereoscopy support.
2017-07-05 22:43:39 +02:00
Jules Blok
6863abb31d
D3DBase: Switch to a flip-model swap chain.
2017-07-05 22:43:39 +02:00
Jules Blok
c399e2bc40
D3DBase: Upgrade to DXGI 1.2.
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This effectively drops for Vista and Windows 7 without the Platform Update in this backend.
2017-07-05 22:43:39 +02:00
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
Florent Castelli
0b504fa046
d3d: Add missing include
2017-06-16 05:52:01 +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
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
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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
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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
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
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
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
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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
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
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.
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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
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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
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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
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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
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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
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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.
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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.
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The depth values generated by the vertex shader need to be clamped correctly.
2017-02-21 02:57:23 +01:00
Jules Blok
21967b1f6e
VideoBackends: Add a developer option to disable the shader cache.
...
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Lioncash
1fa81f24d3
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
...
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
Phil Christensen
2ed61b0ee1
C++ conformance fixes (MSVC /permissive-)
...
We (the Microsoft C++ team) use the dolphin project as part of our "Real world code" tests.
I noticed a few issues in windows specific code when building dolphin with the MSVC compiler
in its conformance mode (/permissive-). For more information on /permissive- see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/ .
These changes are to address 3 different types of issues:
1) Use of qualified names in member declarations
struct A {
void A::f() { } // error C4596: illegal qualified name in member declaration
// remove redundant 'A::' to fix
};
2) Binding a non-const reference to a temporary
struct S{};
// If arg is in 'in' parameter, then it should be made const.
void func(S& arg){}
int main() {
//error C2664: 'void func(S &)': cannot convert argument 1 from 'S' to 'S &'
//note: A non-const reference may only be bound to an lvalue
func( S() );
//Work around this by creating a local, and using it to call the function
S s;
func( s );
}
3) Add missing #include <intrin.h>
Because of the workaround you are using in the code you will need to include
this. This is because of changes in the libraries and not /permissive-
2017-02-15 20:37:04 -08:00
Lioncash
c85e0a2586
FramebufferManagerBase: Return a std::pair from GetTargetSize
...
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
Lioncash
a30c653f3d
D3D: Add CommonTypes include to D3DTexture.h
...
Resolves a compile error on the Windows CMake build.
2017-02-03 12:07:53 -05:00
Lioncash
468f623d27
ShaderGenCommon: Remove unnecessary includes
2017-02-01 12:19:55 -05:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
Lioncash
70cf774a5c
RenderBase: Forward declare EFBAccessType
2017-01-23 12:41:26 -05:00