c8166951a0
Merge pull request #5418 from MerryMage/config-again-and-again
...
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
7431dd3dce
msbuild: make Externals inclusion methods uniform
2017-06-03 18:20:41 -07:00
a3caa14ade
remove duplicate code in msbuild files
2017-06-03 18:20:40 -07:00
397720a9fe
might as well update yet some more pointless version numbers..
2017-06-03 18:20:40 -07:00
f5f45855f0
GameConfigLoader: Add GFX Game INI translations
2017-06-03 18:13:02 +01:00
1b685bcde9
Fix for loop in D3D Renderer ApplyState function
2017-05-29 23:32:32 -05:00
c76335eaf1
Merge pull request #5484 from BhaaLseN/permissive
...
Windows: Enable MSVC Standards Conformance (/permissive-)
2017-05-29 22:29:44 +02:00
d6b6b070bc
D3D/Render: Get rid of undefined behavior in Create3DVisionTexture
...
pSysMem is of the type const void* -- because of this, it makes the
original delete[] call undefined behavior, as deleting a void pointer is
undefined behavior.
Also punning types into existence, like what was done for the stereo
image header is undefined behavior as well. The proper way to do this is
to either manually add all individual bytes manually, or memcpy the
struct into memory.
As we want to deallocate the memory before returning, and because
pSysMem is a const void*, we keep a unique_ptr to the data and just pass
pSysMem a raw pointer to the data.
2017-05-28 23:28:00 -04:00
278e406f0b
D3D/Render: Use std::array where applicable
2017-05-28 23:28:00 -04:00
0c3958bbe5
D3D/Render: Join variable with declaration
2017-05-28 23:27:59 -04:00
3ee447e5f7
D3D/Render: Get rid of unnecessary casts
2017-05-28 23:27:59 -04:00
ba5b215c42
D3D/Render: Mark translation unit local variables as static
2017-05-28 23:27:59 -04:00
072c161445
upgrade to Windows SDK 10.0.15063.0
...
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
e041602416
CMake: remove references to D3D12
...
It's gone!
2017-05-26 01:16:04 -07:00
d592bdd4d4
Migrate to Visual Studio 2017.
...
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
a465c483f3
Remove D3D12
2017-05-18 17:01:12 -07:00
94be591606
VS2017 build fix after upgrading project
2017-05-13 20:34:27 +01:00
afb0beb9ab
OpenGL: Mute nvidia performance warning about stalling the GPU.
...
They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
cc851c41c1
TextureCache: Move host texture utility functions to VideoCommon
...
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
c53a60f3c3
Vulkan: Support native compressed textures
2017-04-29 13:46:42 +10:00
3f18c5e0f1
D3D12: Support native compressed textures
2017-04-29 13:46:42 +10:00
2d75c2ab10
D3D11: Support native compressed textures
2017-04-29 13:46:42 +10:00
f5d95dcc86
OGL: Use native compressed textures on supported drivers
2017-04-29 00:44:34 +10:00
f4b848949c
TextureCache: Support compressed textures and pass pitch/size to upload
...
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
bc8a96d713
HiresTextures: Support parsing DDS files directly
...
This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
27ae5b8d34
VideoConfigDiag: Move post-processing shader list to post processor
...
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
417a4ca206
Vulkan: Implement post-processing backend
...
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
a10e8b1ef5
VideoCommon: Move the blit methods to the backend class
...
The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
d1dc9d5a0c
Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
...
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
16a947a88b
Merge pull request #5270 from stenzek/vulkan-aa
...
Vulkan: MSAA and frame dumping fixes
2017-04-18 21:58:14 +10:00
fd896bd9e0
OGL: Drop BlendingState.dither
...
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
ddc5275071
VideoCommon: Drop SetDitherMode()
...
It was a no-op on all backends apart from GL anyhow.
2017-04-18 21:55:22 +10:00
9dc7358395
Vulkan: Use BlendingState from VideoCommon
...
Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
34ad5b457d
VideoCommon: Add usedualsrc field to BlendingState
...
This is because we re-use BlendingState for our internal drawing (e.g.
RasterFont) and for these shaders, we can't assume the presence of a
second color output.
2017-04-18 21:33:40 +10:00
e370f6a82a
OGL: Use struct for post-processing shader options
...
This removes the need for token pasting, which isn't supported in GLSL
ES. Shouldn't cause any issues unless people are using reserved keywords
as option names.
2017-04-16 14:00:02 +10:00
3fd1e6c2f6
Vulkan: Ensure all frames are written before resizing framedump buffer
...
Prevents destroying a framebuffer that may still be in use by a previous
frame dump.
2017-04-15 20:00:40 +10:00
48da42b49f
Vulkan: Ensure framedump texture is incorrect layout for render/readback
2017-04-15 19:57:25 +10:00
69b0a31938
Vulkan: Clamp framebuffer resolve rectangle to texture size
...
This is invalid and was causing the NVIDIA driver to throw an error.
2017-04-15 19:55:32 +10:00
eef7b6cf7a
Vulkan: Fix invalid resolve at swap time when MSAA is enabled
2017-04-15 18:35:58 +10:00
c8b98dca1a
Vulkan: Raise the number of texel buffer/storage image descriptors
...
Running with GPU texture decoding enabled could cause us to run out of
descriptors within a single frame.
2017-04-14 18:29:53 +10:00
f4bdfe3e0c
Vulkan: Fix incorrect render pass area for out-of-range clears
...
This occured when a game set an out-of-range EFB clear region.
2017-04-14 18:29:48 +10:00
5e7bd03d0b
Vulkan: Linear filter >1xIR EFB copies, matching the other backends
2017-04-12 00:11:22 +10:00
e9850aa0f2
VideoBackends: Support updated texture encoding shader generators
2017-04-12 00:11:22 +10:00
4e90c5da8b
Merge pull request #5234 from lioncash/tuple
...
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters
2017-04-11 10:27:16 +02:00
c6b553b6d2
Merge pull request #5220 from stenzek/small-nonsquare-mips
...
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-09 13:45:38 -07:00
c7ab6861c2
RenderBase: Return a tuple from ConvertStereoRectangle instead of using out parameters
2017-04-09 15:11:59 -04:00
2492f196a7
TextureCache: Fix incomplete GPU texture decoding of non-square mips
2017-04-07 23:03:14 +10:00
f7a2f6ad01
FileSearch: Namespace functions under the Common namespace
2017-04-07 01:02:14 -04:00
97dc773a3e
D3D: Drop redundant interface TextureEncoder
2017-04-04 22:57:23 +10:00
739aced97c
Vulkan: Implement compute-shader based GPU texture decoding
2017-04-01 12:32:57 +10:00