ec7114a658
OGL: Remove unnecessary renderer global references
2016-08-31 14:19:56 -04:00
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
2bf05a544d
VertexManager: Correct variable naming scheme
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Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
f1964f90d6
Merge pull request #4129 from RisingFog/hahahahahahahahahaha
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Fix a really stupid GLSL version parsing bug
2016-08-20 08:48:28 +12:00
da0204a85c
Fix a really stupid GLSL version parsing bug
2016-08-19 08:53:27 -04:00
31c530c7b3
Merge pull request #3386 from lioncash/memory
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Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
e86d7cbc99
OGL: Workaround gl_ClipDistance bug on Mesa i965.
2016-08-18 01:08:39 +02:00
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
8c1c7fc2da
Cosmetics.
2016-08-15 13:11:30 +02:00
afa251af42
DriverDetails: Add bug for broken gl_ClipDistance on i965.
2016-08-15 13:11:28 +02:00
94927f360f
VideoCommon: Add a user-defined far clipping plane.
2016-08-15 13:11:28 +02:00
6e2052fae6
OGL: Disable clip distance on when not in a game-like state.
2016-08-15 13:11:27 +02:00
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
4582853af4
VertexShaderGen: Use reversed depth range.
2016-08-15 13:11:26 +02:00
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
b1ed7e80fb
VertexShaderGen: Clip z using user-defined clipping planes.
2016-08-15 13:11:25 +02:00
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
e01c143379
Common: namespace MemoryUtil
2016-08-07 13:03:07 -04:00
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
d79aeaa1e9
VideoCommon: Drop GetConfigName.
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We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
2f134c5c36
Remove the rest of ShaderDebugging.
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
95469ec225
Remove UID Checker.
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Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
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Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
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As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
d197f489b9
analytics: Report OpenGL's adapter name too.
2016-06-20 23:54:44 +12:00
0e5852f634
[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE
2016-05-30 10:06:19 -05:00
14220ae488
Fix building with PCH disabled.
2016-05-26 13:05:21 -05:00
89e54fbd6c
OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
6219c39cf5
OGL: Drop QC ES3.1 workaround.
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This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
2fd0884347
Merge pull request #3672 from EmptyChaos/d3d-anisotropy
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Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
066b6b0bcb
OpenGL: Cache query to max texture size.
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This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
0b9a72a62d
VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
2016-03-24 13:43:29 +11:00
902e5cddf7
VideoBackends: Do not use Anisotropy on Point filtered textures.
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
bb4d636f34
Copy all layers of textures with CopyRectangleFromTexture
2016-02-14 21:17:06 +01:00
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
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Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
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This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
e187c55bdd
OpcodeDecoder: Add namespace
2016-01-24 01:31:36 -05:00
be1a9e4231
Merge pull request #3518 from Sonicadvance1/blacklist_sandy
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Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 19:32:56 +01:00
3dda36bc5b
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 12:13:21 -06:00
d9fec92628
VideoCommon: Header cleanup
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Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
0c92603fd5
Merge VideoBackendHardware into VideoBackend.
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And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
5a549ef663
[Android] Add support for rotation and minimizing the application
2016-01-10 13:00:32 -06:00