Commit Graph

489 Commits

Author SHA1 Message Date
skidau 68a4cc6b72 Merge pull request #1686 from degasus/master
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
skidau d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
degasus 1a5d791964 OGL: fix efb pokes 2014-12-12 16:11:17 +01:00
Rohit Nirmal b030d29067 Silence some -Wswitch-default warnings. 2014-12-11 22:23:05 -06:00
Unknown W. Brackets 029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
Unknown W. Brackets de2abbed17 OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets 290fd545e6 OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets 0861cb8744 OGL: Properly reset the attributeless VAO. 2014-12-10 20:11:48 -08:00
Ryan Houdek ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
skidau 7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Jules Blok 40920b3823 OGL: Don't use texture arrays for MSAA.
This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
degasus 94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
Ryan Houdek 38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek 2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash 4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok 145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
Jules Blok 106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
Jules Blok 21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
Jules Blok 0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
Jules Blok 6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok 081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok 2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
Jules Blok c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
Jules Blok aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
Jules Blok f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok 0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00
Jules Blok 9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00
Jules Blok 35342664e3 OGL: Disable stereoscopy if the GPU does not support geometry shaders. 2014-11-23 14:27:38 +01:00
Jules Blok f370cb386c ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled. 2014-11-23 14:27:38 +01:00
Jules Blok 4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok 284be96cd5 OGL: Recreate the framebuffers when the stereo setting changes. 2014-11-23 14:26:56 +01:00
Jules Blok d583720a59 GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. 2014-11-23 14:26:56 +01:00
Jules Blok 0a72cf94cb TextureCache: Ignore the geometry shader if stereoscopy is disabled. 2014-11-23 14:24:09 +01:00
Jules Blok 4fe9ceeee2 TextureCache: Set proper vertex limit in geometry shader.
Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok 5944d15021 TextureCache: Check the number of layers before reusing a texture. 2014-11-23 14:23:42 +01:00
Jules Blok 80616c6e9e TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok c64486075d PostProcessing: Add layered stereoscopy support. 2014-11-23 14:23:41 +01:00
Jules Blok b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
degasus 36fe8ccf46 OGL: also show driver warnings on release builds 2014-11-22 15:07:52 +01:00
Ryan Houdek 2fdeefb65b Adds support for OpenGL ES draw_elements_base_vertex.
This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.

This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
comex fb50cb6d99 Merge pull request #1550 from degasus/bbox
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek a3f9f21e08 Merge pull request #1571 from degasus/master
OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau 32f2cd8c7f Merge pull request #1566 from Sonicadvance1/fix_gl21
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus ff942d44b5 OGL: fix buffer destruction
This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash b94dbca160 Host: Kill off GetRenderWindowSize 2014-11-17 13:44:49 -05:00
Ryan Houdek 3bfa15d2e1 Fixes GLExtensions for GL 2.1 or GLES 2 devices.
This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
comex 890b788633 Merge pull request #1467 from waddlesplash/dolphin-qt
DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier 29593d403b Move GLInterface to the OGL VideoBackend's directory. 2014-11-02 12:16:33 -05:00
skidau 59c673aec6 Merge pull request #1161 from rohit-n/ogl-vector
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash 9ab924513e VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Ryan Houdek 3e82cb4628 Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek 181ff6750e Implements PP shader system using attribute workaround.
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal 2a878d7726 OGL: Use unique_ptr instead of pointer when taking screenshot. 2014-10-29 20:59:34 -05:00
skidau e0393be347 Merge pull request #1418 from degasus/master
OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek daabcfd6fc Removes Qualcomm's rotated framebuffer bug from DriverDetails.
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
comex 073cce959a Create userdir/Dump/Frames as needed.
This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus ce9ef2c438 OGL: fix interpolation of PP shaders 2014-10-27 21:15:32 +01:00
Lioncash 49b94e5285 OGL: Get rid of error macros 2014-10-26 04:54:58 -04:00
skidau 7c58eb344d Merge pull request #1378 from lioncash/gl
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau bc26cb1b19 Merge pull request #1322 from degasus/ogl-pp
OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash b1bdce7d77 TextureCache: Get rid of explicit deletes in SaveTexture 2014-10-24 08:47:06 -04:00
Lioncash 3509a6d03e GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError. 2014-10-23 13:04:19 -04:00
Ryan Houdek a2c8783417 Enables EarlyZ support in OpenGL ES 3.1. 2014-10-23 07:34:07 -05:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
comex 6e774f1b64 Add missing includes where headers depend on other headers having been included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Fog 467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
skidau 8ef21bc5e2 Merge pull request #1272 from RisingFog/sconfig-dump-frames
Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
comex 5b8722b6f2 Don't pass u64 (which may be long long) to %lu.
A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex a27f5fe301 Remove another auto .. -> declaration. 2014-10-14 01:10:35 -04:00
Fog 8d424b114a Move bDumpFrames to SConfig (and it's references) 2014-10-12 23:56:16 -04:00
skidau 215685a6fe Merge pull request #1214 from rohit-n/format-warning
OGL: Silence string format warnings.
2014-10-06 16:12:40 +11:00
skidau 871d308b88 Merge pull request #1206 from comex/amperspocalypse
Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
Rohit Nirmal 12c6f97d80 OGL: Silence string format warnings. 2014-10-03 12:07:10 -04:00
comex 7f6284c2fc Change a bunch of reference function arguments to pointers.
Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk f6c6f03cce Add on screen frame counter. 2014-09-30 18:49:44 -04:00
Tony Wasserka 13fc8e7df1 Merge pull request #578 from RachelBryk/IR
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex b8e31c1d3e Add OpenGL 4.0-4.5 core extensions.
This noticeably includes GL_ARB_get_program_binary, which was previously
thought unsupported on OS X.  Well, actually, the OS X implementation is
trivial and reports 0 binary formats (as of 10.10; this is hardcoded in
GLEngine, by the way), but at least it'll work if it's fixed someday.
2014-09-29 00:36:45 -04:00
Rachel Bryk 4fe1119e52 Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via ini. 2014-09-25 19:50:25 -04:00
skidau fb18d5376f Merge pull request #1142 from lioncash/linucks
Fix some warnings on Linux
2014-09-23 13:43:18 +10:00
Lioncash 836ff6d506 Fix some warnings on Linux 2014-09-21 20:13:22 -04:00
Lioncash 23b82bbacd OGL: Get rid of explicit deletes in RasterFont 2014-09-21 20:06:13 -04:00
Ryan Houdek eb23882398 Merge pull request #1120 from rohit-n/muh-precompiled-headers
Fix build failing when disabling precompiled headers.
2014-09-19 17:43:42 -05:00
Rohit Nirmal 46057db37d Fix build failing when disabling precompiled headers. 2014-09-19 18:17:51 -04:00
magumagu 32e5043b29 WIP XFB scaling.
Still an ugly mess.
2014-09-19 12:33:15 -05:00
Rohit Nirmal c0f7cab3f5 Remove extra semicolons at the ends of some lines. 2014-09-10 12:17:38 -04:00
Ryan Houdek 71cb09f1ca Merge pull request #1027 from rohit-n/change-include
Include CommonTypes.h instead of Common.h.
2014-09-10 00:35:16 -05:00
Fiora 94c20db369 Rename Log2 and add IsPow2 to MathUtils for future use
Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Rohit Nirmal fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
shuffle2 0576046fdd Merge pull request #972 from Sonicadvance1/fix-intel-windows
Work around Intel's failings with buffer_storage
2014-09-05 11:06:49 -07:00
Fiora 07e0c917c6 Revert "JIT64: optimize CA calculations" 2014-09-05 10:26:30 -07:00
comex 97420c6ec6 Merge pull request #852 from FioraAeterna/optimizeca
JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
comex e7f03dd066 Merge pull request #948 from comex/vao-fix
Don't switch to a vertex array object of 0.
2014-09-05 11:46:28 -04:00
Jasper St. Pierre a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
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.
2014-09-04 18:36:56 -07:00
Sonicadvance1 e32b2e1771 Work around Intel's failings with with buffer_storage 2014-09-04 19:03:49 -05:00
Lioncash cf390ba537 OGL: Make rasters 2D array static in RasterFont 2014-09-03 22:59:13 -04:00
Lioncash 89557f6c2f OGL: Fix constant casing in RasterFont 2014-09-03 22:59:05 -04:00
comex b48e059173 Don't switch to a vertex array object of 0.
This causes glDrawArrays to fail in core profile, and thus on OS X, see:

http://renderingpipeline.com/2012/03/attribute-less-rendering/

There must be something bound, even though it is not used.

Fixes #7599.  I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
2014-09-03 00:10:45 -04:00
Shawn Hoffman 266992684d msvc: remove some remnants of SDL and DSound from projects and general cleanup. 2014-09-01 21:27:44 -07:00
Fiora b51aa4fa89 Rename Log2 and add IsPow2 to MathUtils for future use
Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
Ryan Houdek c908a1e212 Merge pull request #882 from Sonicadvance1/fix-pp-blackness
Fix PostProcessing shader garbage on screen.
2014-08-28 10:29:03 -05:00
Ryan Houdek ca68526ec7 Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
comex e31d6feaa2 Unify three types of non-FIFO requests to the GPU thread around Common::Event and Common::Flag.
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.
2014-08-26 12:43:39 -04:00
Lioncash f17dcd2019 Merge pull request #764 from magcius/new-nogui-2
Rewrite GLInterface
2014-08-21 14:14:54 -04:00
Shawn Hoffman 5471c71819 msvc: resolve all warnings in VideoBackends/OGL. 2014-08-19 22:33:47 -07:00
Jasper St. Pierre 63f1a16969 Core: Remove UpdateFPSDisplay
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.
2014-08-19 10:05:58 -04:00
Jasper St. Pierre 7ca8d8dfc7 Core: Don't pass through a reference to the window handle
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.
2014-08-19 10:05:58 -04:00
Ryan Houdek 32fb61816b Fixes PP-shaders on !Mesa targets.
Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)

Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Pierre Bourdon 9e2fbaf405 Merge pull request #823 from KScorp/depthmatrixshaders
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise.
2014-08-17 22:08:42 +02:00
Lioncash 15a3b30e27 Merge pull request #790 from lioncash/ogl-cleanup
Small OGL cleanup
2014-08-17 15:17:04 -04:00
KScorp 97dce14368 Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games. 2014-08-17 04:43:11 -05:00
Lioncash f0743e2571 OGL: Removed some unnecessary preprocessor directives from Render.cpp.
scrshotThread was also unused so that is removed as well.

Also added the algorithm header, since we use min and max here.
2014-08-16 23:57:06 -04:00
shuffle2 2270c3e90a Merge pull request #797 from shuffle2/msvc-pch
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
Lioncash f11e587fa4 OGL: Get rid of an unnecessary WIN32 ifdef in main.cpp 2014-08-15 16:16:53 -04:00
Lioncash 7e3d1050f0 OGL: Add static to a function in NativeVertexFormat 2014-08-15 14:16:04 -04:00
Lioncash 32953fd968 OGL: Clean up parameters for some functions. 2014-08-15 14:15:23 -04:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Shawn Hoffman f1b82a34b2 Windows: Use a shared precompiled header for dolphin code under Source/ 2014-08-14 23:51:13 -07:00
Ryan Houdek cced3b4a18 Change OpenGL's post processing to use the new VideoCommon PP object.
Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13 01:05:15 -05:00
Ryan Houdek 6bdc32c54a Add the VideoCommon PostProcessing class.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Lioncash a66a7e1344 Isolate D3D and Software Renderer from wxWidgets code 2014-08-03 20:28:50 -04:00
Pierre Bourdon 226a9c2392 Move GLInterface around to remove VideoBackends dependency on DolphinWX 2014-08-02 09:34:39 -07:00
degasus 5205d7baa6 ogl: fix rasterfont 2014-07-31 19:03:18 +02:00
Lioncash b03c12764d Really get rid of the MSVC 2005 workaround completely 2014-07-29 21:20:43 -04:00
Lioncash 4fa71dd59e Remove fakepoll.h.
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.
2014-07-26 22:53:40 -04:00
Pierre Bourdon 8e865f3848 Merge pull request #506 from Armada651/d3dfullscreen
D3D: Add exclusive fullscreen support.
2014-07-26 13:22:11 +02:00
Jules Blok bd9953d97e Remove the 3D Vision hack.
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.
2014-07-26 12:45:10 +02:00
Pierre Bourdon 73f9a22e2e VertexLoader: Remove global state dependency on g_nativeVertexFmt 2014-07-26 01:35:09 +02:00
Jules Blok cd94ff1966 VideoConfig: Add "Borderless Fullscreen" option.
This option will disable exclusive fullscreen for users who prefer the old behaviour.
2014-07-20 22:02:57 +02:00
Ryan Houdek bc9ef95643 Support Sampler binding in the shader.
In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.

Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00
Dolphin Bot b9dc69105d Merge pull request #595 from Armada651/pref_log
FPSCounter: Flush the logs every second and close them when the renderer is shut down.
2014-07-18 12:59:04 +02:00