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