Commit Graph

369 Commits

Author SHA1 Message Date
Scott Mansell
1f800b80dd Merge pull request #2960 from phire/improve_efb2tex
Make efb2tex behave much more like efb2ram.
2015-09-07 14:12:03 +12:00
degasus
1c0366993a VideoBackends: Reimplement SSAA, now for D3D + OGL 2015-09-06 19:40:00 +02:00
Scott Mansell
ee649c6d9f Make efb2tex behave more like efb2ram.
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.

Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
2015-09-07 02:32:01 +12:00
Scott Mansell
137856bd00 Fix palette conversions for 4 bit efb copies.
Fixes purple shadow in THPS4 and many other things.
2015-09-06 21:16:52 +12:00
Scott Mansell
b9be3245e1 Move common EFB copy code into VideoCommon
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-06 21:16:51 +12:00
Scott Mansell
52948bb3ef Cleanup and unify handling of efb copy stride. 2015-09-05 23:37:24 +12:00
Ryan Houdek
7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
Lioncash
102a2a975d BitField: Enable ifdef'd out code for Windows 2015-09-03 22:06:15 -04:00
Shawn Hoffman
aa7208e270 [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
Jules Blok
b01ca1794a Revert "VideoCommon: Clamp integer conversions."
This reverts commit 0f2c72f0f8.
2015-08-15 13:50:43 +02:00
degasus
e2f42f8fd0 OGL: Move copy_image variable into backend. 2015-08-06 19:41:36 +02:00
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
Lioncash
7ee0e75633 Remove unnecessary virtual keywords 2015-07-30 10:33:08 -04:00
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
2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
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
Jules Blok
dbfdbf7dbd D3D: Cosmetics.
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
Markus Wick
8493feb89f Merge pull request #2602 from mimimi085181/partial-texture-updates2
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
Jules Blok
21a70903ed Merge branch 'stable' 2015-06-23 20:16:55 +02:00
mimimi085181
0ed6b5623f Support partial texture updates via efb copies 2015-06-21 14:02:44 +02:00
Matthew Parlane
45aeeee699 Fix aniso filtering on d3d to not set aniso filter when using 1x 2015-06-19 20:55:32 +12:00
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
Matthew Parlane
5cce640f48 Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Jules Blok
75fef8e26f D3D: Implement Z pokes. 2015-06-07 15:33:30 +02:00
Jules Blok
cfc23560d9 D3D: Set the viewport to the full target size when doing EFB pokes. 2015-06-07 13:32:00 +02:00
Jules Blok
ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
JosJuice
95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
Jules Blok
ca7801da44 D3D: Invert initial depth buffer clear. 2015-05-26 15:31:36 +02:00
galop1n
2975e53091 D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Tillmann Karras
30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Tillmann Karras
268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
Jules Blok
e31982474c OGL: Depth range inversion. 2015-05-22 23:52:22 +02:00
Jules Blok
88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
Jules Blok
05f42f94a0 OGL: Use floating point arithmetic to scale the depth value. 2015-05-20 14:22:30 +02:00
Markus Wick
695a72c24c Merge pull request #2414 from Armada651/depth-clamp
VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
Jules Blok
ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
Jules Blok
f7151a2a5c Revert "D3D: Use a 32-bit floating point depth buffer."
This reverts commit a224c604a3.
2015-05-16 22:16:31 +02:00
Jules Blok
a224c604a3 D3D: Use a 32-bit floating point depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok
84a5f4abb0 VideoBackends: Use the new divisor when clearing the depth buffer. 2015-05-08 14:32:22 +02:00
Jules Blok
1a409a2e16 VideoBackends: Clamp Z peek values. 2015-05-08 14:32:21 +02:00
Jules Blok
0f2c72f0f8 VideoCommon: Clamp integer conversions. 2015-05-08 14:32:16 +02:00
Jules Blok
b0770e2a0c VideoBackends: Floor depth values in depth copy shaders. 2015-05-08 14:29:30 +02:00
Jules Blok
c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
shuffle2
268b8fd26f Merge pull request #2026 from mrgreywater/d3d-debugbreak
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00