Commit Graph

1007 Commits

Author SHA1 Message Date
94e435afbc Merge pull request #2201 from magumagu/ogl-clamp-origin
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
5a51bc10e5 SWVertexLoader: fix truncated components 2015-03-18 12:09:06 +01:00
629fb8fb49 Merge pull request #2222 from Tilka/fix_warnings
Fix warnings
2015-03-16 17:41:46 -07:00
f82afd1b2f Fix warnings 2015-03-16 19:02:30 +01:00
ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
269be03908 OpenGL: use ClampUL instead of ClampLL where appropriate. 2015-03-12 13:24:52 -07:00
f3f2ed1536 GLX: fix memory leak 2015-03-08 17:42:37 +01:00
b0f61201c3 Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
3c5e99c777 Fix OpenGL ES 3.1 on non-Nvidia devices.
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
70977fd6b1 Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
cc5a2f3411 Merge pull request #2164 from Armada651/cache-fix
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
728081dad2 ProgramShaderCache: Do plenty of error checking before writing shaders to the disk. 2015-03-02 17:03:49 +01:00
35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
f75187db3e Add missing newlines at EOF 2015-03-01 17:17:09 +01:00
7408de7e79 Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
93b16a4a2d Formatting/Whitespace Cleanup
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
f06b1106db Merge pull request #2089 from degasus/remove_disable_efb_copy
Remove disable efb copy
2015-02-24 23:31:05 +01:00
967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
ac7102918d OGL: support palette texture decoding 2015-02-24 22:51:55 +01:00
f298f00e1b Clean up the intrinsics #ifdef mess 2015-02-24 01:02:36 +01:00
e9ac4d53a6 Implement full occlusion queries for the Nexus 9.
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
a5b4ac6faa [GLExtensions] Add support for NV_occlusion_query_samples. 2015-02-21 17:24:32 -06:00
c180174e4a D3D: Use the correct format when resolving the EFB depth texture. 2015-02-21 11:50:19 +01:00
c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
c43da7e00b D3D: replace memset, fix warning 2015-02-12 14:45:05 +01:00
442b7ba99c D3D: Add debug object name for efb encoder pixel shader 2015-02-12 14:34:36 +01:00
b5ffba3291 D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName 2015-02-12 14:34:35 +01:00
3d3a68a2f0 D3D: Add break on error in debug build 2015-02-12 14:34:34 +01:00
0f96a0104e Merge pull request #1752 from Buddybenj/clean-up
Clean Up
2015-02-10 11:39:14 -08:00
2434b531f3 D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
c18c50a0e1 Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
081137bd4f VideoBackends: set GLInterface to zero after deleting it
This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
9476756d43 OGL: Fix a memory leak that would occur every time a game is launched 2015-01-31 16:00:53 -05:00
5203c4ef7b Silence -Wunused-variable warning. 2015-01-28 18:09:07 +00:00
0030ad9ecf Fix D3D regression from PR1948.
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
da31314775 Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
897b678d24 D3D: delete unnecessary code. 2015-01-26 10:58:32 -08:00
9dbb9bf3b5 Make sure EFB2RAM buffer is wide enough for new coordinate system. 2015-01-25 23:32:32 -08:00
33259c272b Remove some debugging junk. 2015-01-25 23:11:36 -08:00
cb05730127 Use linear sampling in ScaleByHalf mode. 2015-01-25 23:05:23 -08:00
1ee09ced0a Fix OpenGL coordinate computation. 2015-01-25 21:38:30 -08:00
cb5d3fce4f Fix stupid mistake. 2015-01-25 21:20:25 -08:00
6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
5c4ee2f71e PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
d7a8752228 Merge pull request #1920 from CarlKenner/fix3dxfb
Fix 3D XFB
2015-01-25 15:44:06 +11:00