e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
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Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
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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
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
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D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
cf7512683c
spaces cleanup
2014-12-07 20:28:27 -03:00
e90604c5ed
D3D: Fixed debug validation error
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A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
80459c52e9
D3D: StateManager m_current and m_pending are now value-initialized
2014-12-07 18:45:49 +01:00
0e18e9e80d
D3D: Removed cull mode changes for lines and points
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
c2de38c115
use SAFE_RELEASE to make code cleaner
2014-12-06 10:46:15 -03:00
817d025328
small spacing fixes
2014-12-05 23:54:34 -03:00
c7bb8fba9e
Added support test for bbox and some naming corrections
2014-12-05 18:51:23 -03:00
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
7bc78827ed
Merge pull request #1574 from degasus/profiler
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Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
1fe3d07cbd
D3D: Removed somewhat mysterious comment
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It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
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This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
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OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
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ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
c211450b99
OGL: implement bounding box support with ssbo
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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
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
0c5a572f8d
D3D: Use two buffers for VertexManager
2014-10-26 23:38:15 +01:00
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
72ba13ca8a
D3D: Enabled depth clipping
2014-10-21 06:26:20 +02:00
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
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Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
97423d5ed8
D3D: Fixed anisotropic filtering.
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This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
b78396847f
D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
2014-10-17 22:24:57 +02:00
9bdfd4a833
D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled
2014-10-16 18:27:43 +02:00
bea68c95a4
D3D: Fixed uninitialized members of gx_state
2014-10-15 20:22:41 +02:00
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00
e7f8032d7d
D3D: State cache now uses BitField to define packed render states
2014-10-15 20:22:40 +02:00
2e4667caaa
D3D: Moved render state cache into separate source files.
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Refactored StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by StateCache::Get().
2014-10-15 20:22:39 +02:00
f434bd7d3f
D3D: Implemented cache for dynamic render states
2014-10-15 20:22:39 +02:00
8912315596
Merge pull request #1290 from lioncash/xfb
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Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
5a3f19aeaf
Fix XFB scaling in D3D
2014-10-14 22:25:31 -04:00
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
871d308b88
Merge pull request #1206 from comex/amperspocalypse
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Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
7f6284c2fc
Change a bunch of reference function arguments to pointers.
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Per the coding style and sanity.
2014-10-02 03:00:33 -04:00