degasus
17932935d9
Profiler: Sort output by total time
2015-08-20 11:50:43 +02:00
Markus Wick
cb264df64c
Merge pull request #2874 from barat/master
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VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-20 11:08:42 +02:00
Bartosz Telesiński
a52aaf22ba
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-19 23:13:09 +02:00
Dominic Chen
09714f86c3
Fix some compilation warnings
2015-08-19 11:07:54 -04:00
Markus Wick
ff95fa8a6d
Merge pull request #2861 from lioncash/param
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VideoCommon: Remove unused parameters
2015-08-17 15:02:44 +02:00
Lioncash
8e17c710f3
TextureConversionShader: Remove an unused parameter
2015-08-16 21:10:54 -04:00
Lioncash
0e41b973c7
VertexShaderManager: Remove unused parameter
2015-08-16 21:07:10 -04:00
Jules Blok
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
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This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
degasus
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +02:00
degasus
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
Scott Mansell
a1df1f5ae4
Widescreen Heuristic: Cleanup code.
2015-08-01 14:39:34 +12:00
Scott Mansell
615e5db0cb
Make the GameCube game widescreen heuristic smarter.
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The last heuristic wasn't quite smart enough and had a few
false positives in Mario Kart: Double Dash and Metroid prime 2.
Now we only activate if the game is rendering a 16:9
projection to a 4:3 viewport.
2015-08-01 13:21:53 +12:00
unknown
739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
mirrorbender
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
Scott Mansell
567d0b20fa
Merge pull request #2769 from phire/autodetect_widescreen
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Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
2015-07-29 18:23:35 +12:00
booto
86dce8b0f7
VideoCommon: reduce level of debug output
2015-07-27 10:22:40 +08:00
Scott Mansell
bb60bcc42d
Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
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Someone suggested on IRC that we should make a database of memory
locations in GameCube games which contain the 'Widescreen' setting
so we can automatically detect if the game is in 4:3 or 16:9 mode.
But that's hardly optimal, when the game actually tells the gpu
what aspect ratio to render in. 10 min and 6 lines of code later,
this is the result. Not only does it detect the correct aspect ratio
it does so on the fly.
I'm a little suprised nobody thought about doing this before.
2015-07-27 10:40:41 +12:00
booto
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
booto
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
booto
c43ae67b3b
RealXFB sizes don't get scaled by IR
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When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Ryan Houdek
8bd108426e
Merge pull request #2759 from Sonicadvance1/pvr_workaround2
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Work around PowerVR's shader compiler.
2015-07-22 16:51:48 -05:00
Ryan Houdek
6ee5ce32cf
Merge pull request #2757 from Sonicadvance1/pvr_workaround
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Work around slow glBufferSubData on PowerVR.
2015-07-22 16:48:40 -05:00
Markus Wick
6bcdae616b
Merge pull request #2679 from Tinob/master
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Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
Ryan Houdek
c1df6d7b4e
Work around PowerVR's shader compiler.
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This bug has been reported to IMGTec at https://pvrsupport.imgtec.com/ticket/472
The basic idea of the bug is that if you're doing a bitwise and of a constant value vector with a constant scalar value, this causes PowerVR's shader
compiler to fail out with a very non-descriptive message.
Working around the issue by making the value a vector that it is being masked by.
2015-07-20 22:04:16 -05:00
Ryan Houdek
012a9afdb6
Work around slow glBufferSubData on PowerVR.
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As with all tiled renderers, glBufferSubData is terribly slow.
Use glBufferData as typical.
2015-07-20 22:02:58 -05:00
Justin Chadwick
b3a0b6def4
Disables assert messages that seem to be invalid.
2015-07-08 16:12:32 -04:00
Markus Wick
f6766dd347
Merge pull request #2722 from lioncash/statement
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VertexLoaderBase: Adjust the scope of a boolean variable
2015-07-08 09:37:06 +02:00
Tillmann Karras
2559a6f25c
VertexLoader: avoid empty lines in perf-$pid.map
2015-07-08 07:17:28 +02:00
Lioncash
df379dabae
VertexLoaderBase: Adjust the scope of a boolean variable
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if a or b do actually turn out to be null, this can cause a null pointer dereference.
2015-07-07 18:33:58 -04:00
Rodolfo Bogado
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
Lioncash
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
Jules Blok
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
Ryan Houdek
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
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Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
Jules Blok
dbfdbf7dbd
D3D: Cosmetics.
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Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Jules Blok
2a5dd69c72
Merge branch 'stable'
2015-06-24 19:34:16 +02:00
mimimi085181
829fc3dc2d
Quick fix for an invalid iterator
2015-06-24 19:12:46 +02:00
Markus Wick
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
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Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
sigmabeta
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
degasus
5bc88d5c6a
Revert "GeometryShaderGen: Don't use centroid in
for input variables."
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This reverts commit 4cbaddb7ad
.
2015-06-22 17:20:41 +02:00
mimimi085181
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
Ryan Houdek
a811370329
[AArch64] Fix a couple of bugs in the vertex loader
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In particular this fixes the 6666 colour format
We were loading from the wrong location and it was causing /terrible/ colour changes.
This also fixes a bug in the all the colour formats(except 888) where the unaligned path was loading in to the wrong register.
2015-06-20 21:12:31 -05:00
flacs
a702c4e01e
Merge pull request #2629 from lioncash/vertexloader-ifdef
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VertexLoader: Remove the LOADERDECL define.
2015-06-21 03:17:38 +02:00
Lioncash
619e333dcc
VertexLoader: Remove the LOADERDECL define.
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These functions aren't called from jitted code anymore so it isn't necessary.
2015-06-20 20:52:54 -04:00
Lioncash
cfead69f67
RenderBase: Remove an unused variable
2015-06-19 20:30:29 -04:00
Lioncash
4c79aa8216
HiresTextures: Remove unused variable
2015-06-19 17:31:04 -04:00
degasus
dd2183dbb5
Revert "GeometryShaderGen: Don't use centroid in
for input variables."
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This reverts commit 4cbaddb7ad
.
2015-06-18 20:25:32 +02:00
Jeffrey Pfau
7085fcc8d6
Fix FreeBSD build
2015-06-13 21:52:47 -07:00
Jules Blok
4042945ee5
Merge branch 'stable'
2015-06-13 01:12:12 +02:00
degasus
c375111076
Options: merge SCoreStartupParameter into SConfig
2015-06-12 19:07:45 +02:00