Commit Graph

15657 Commits

Author SHA1 Message Date
Jules Blok cec5b0ce01 ShaderGen: Remove the GS_OUTPUT struct for OpenGL.
And remove the generator for it since it is no longer used outside of the geometry shader.
2014-12-14 13:28:50 +01:00
Jules Blok fd6b588627 D3D: Define decimals in floating point numbers 2014-12-14 13:28:49 +01:00
Jules Blok a6ac7dd5bd D3D: Fix Nvidia 3D Vision memory leak 2014-12-14 13:28:49 +01:00
Jules Blok ea2bcb44f0 Cosmetics 2014-12-14 13:28:48 +01:00
Jules Blok 6fe7d530ed PixelShaderCache: Fix MSAA shaders.
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
Jules Blok b2e73400be Cosmetics 2014-12-14 13:28:48 +01:00
Jules Blok b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
Jules Blok 4b3e784949 TextureCache: Add stereoscopy support for EFB to texture copies. 2014-12-14 13:28:47 +01:00
Jules Blok 3355d8086d D3DUtil: Use a geometry shader to clear all slices. 2014-12-14 13:28:46 +01:00
Jules Blok 799697ad80 PSTextureEncoder: Add texture array support.
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
Jules Blok ced733ccdf PixelShaderCache: Add texture array support to static shaders. 2014-12-14 13:28:46 +01:00
Jules Blok d58e389f67 D3D: Recreate the framebuffer when stereoscopic 3D is toggled. 2014-12-14 13:28:45 +01:00
Jules Blok b769da23d0 PixelShaderGen: Sample the correct texture slice. 2014-12-14 13:28:45 +01:00
Jules Blok 7c05b9a6d0 D3D: Set the geometry shader for triangle primitives. 2014-12-14 13:28:44 +01:00
Jules Blok 4f6ce0f236 D3D: Add geometry shader instancing support. 2014-12-14 13:28:44 +01:00
Jules Blok ca766747a8 D3DTexture: Bind textures as texture arrays. 2014-12-14 13:28:43 +01:00
Jules Blok cf12c93c86 D3D: Use common GetEFBLayers() instead of GetEFBSlices(). 2014-12-14 13:28:43 +01:00
Jules Blok 9d9bd5341d D3D: Restore viewport after stereo blitting. 2014-12-14 13:28:43 +01:00
Jules Blok a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00
Jules Blok e53705784b D3D: Add SBS/TAB output support. 2014-12-14 13:28:42 +01:00
Jules Blok 9253bb7d96 D3D: Add geometry shader stereoscopy support. 2014-12-14 13:28:41 +01:00
Jules Blok d5ebdf7a97 D3D: Add GeometryShaderCache. 2014-12-14 13:28:41 +01:00
Jules Blok 9a312e2b83 D3D: Use two slices for most of our textures. 2014-12-14 13:28:40 +01:00
JosJuice 467b3e6baf DiscIO: Clear error status when reading file 2014-12-14 13:16:21 +01:00
shuffle2 5aa1d4733d Merge pull request #1699 from unknownbrackets/attributeless-fix
OGL: Correctly define attrib 0 in attributeless
2014-12-13 21:24:12 -08:00
Unknown W. Brackets 1c316eb18c OGL: Correctly define attrib 0 in attributeless. 2014-12-13 21:02:15 -08:00
Shawn Hoffman 33634b6489 windows: use qt 5.4.0 2014-12-13 20:59:40 -08:00
Lioncash 3c10ffa574 Merge pull request #1696 from skidau/Fix-ISOProp-GPUDeter
Gave the GPU determinism game property its own ID
2014-12-13 23:33:00 -05:00
skidau 15f7e63cc2 Merge pull request #1650 from unknownbrackets/attributeless-fix
OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
skidau f9badc2b7c Gave the GPU determinism game property its own ID so that changing it to "Not Set" does not disable the emulation issues textbox. 2014-12-14 14:38:35 +11:00
skidau 45dedfcb8e Merge pull request #1685 from RachelBryk/hires-tex
Fix hires texture path.
2014-12-14 14:25:21 +11:00
Markus Wick cb3a964730 Merge pull request #1695 from Armada651/stateman-setters
D3DState: Always update the m_pending members in the setters.
2014-12-14 03:01:34 +01:00
Jules Blok 14792c3402 D3DState: Set the pixel shader in m_current when linking dynamically. 2014-12-13 22:09:34 +01:00
Jules Blok a2b43b21fe D3DState: Always update the m_pending members in the setters.
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
skidau 68a4cc6b72 Merge pull request #1686 from degasus/master
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
degasus d5eeb9b713 VideoSW: rewrite VertexLoader to use the VideoCommon one 2014-12-13 10:29:08 +01:00
skidau d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
skidau 00b05bb18c Merge pull request #1692 from skidau/GC-Adapter-netplay
Fixed the Y button (typo) on the GC adapter.
2014-12-13 19:40:44 +11:00
magumagu e479606b07 JIT: simplify code using MOVTwo. 2014-12-12 22:29:49 -08:00
magumagu 43d56febc4 JIT: use fastmem loads in MMU mode.
Even in games that require MMU mode, loads outside the area specified by
the BAT are rare, so fastmem is a substantial improvement.

All of the interesting changes are in the backpatch handler, to make it
generate DSI exceptions correctly.
2014-12-12 22:08:46 -08:00
skidau 6fb89e3b77 Fixed the Y button (typo) on the GC adapter. 2014-12-13 16:14:18 +11:00
skidau f3064bf160 Merge pull request #1691 from skidau/GC-Adapter-dpad-fix
Fixed the non-responsive d-pad on the GC Adapter
2014-12-13 15:16:48 +11:00
skidau 1f41c3c2d5 Fixed the non-responsive d-pad on the GC Adapter.
Fixed -Wmissing-declarations and -Wshadow warning (thanks rohit-n).
2014-12-13 15:04:03 +11:00
Pierre Bourdon 4747cc7a15 Fix DSP CMPAR disassembly
Previously the two operand register selection bits were inverted, causing "CMPAR AC1, AX0.H" to be disassembled as "CMPAR AC0, AX1.H".

DSP RE is always fun: on the one hand Nintendo does a lot of stupid shit, so anything weird could be a legitimate bug of the UCode that is not supposed to make any sense. On the other hand, Dolphin *also* does a lot of stupid shit, so there's always that doubt.

Note: completely untested change - done with the GH text editor, just to show you how much I care :) . These operand descriptions are only used for disassembly, so no real behavior change is expected.
2014-12-13 04:14:51 +01:00
skidau 297ef16745 Merge pull request #1678 from skidau/GC-Adapter
Added GameCube Adapter support
2014-12-13 12:06:17 +11:00
Yuriy O'Donnell 764aee6995 D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
Lioncash 20fc2d5674 MemoryWindow: Remove wxSprintf call, use wxString::Format instead. 2014-12-12 10:29:07 -05:00
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
skidau 7ebca647b3 Merge pull request #1679 from rohit-n/shadow-qt
DolphinQt: Silence -Wshadow warnings.
2014-12-12 14:01:19 +11:00