Commit Graph

71 Commits

Author SHA1 Message Date
Markus Wick
a6412fb41e Merge pull request #2162 from degasus/prefetch_tex
CustomTexture: prefetch all available textures
2015-05-26 13:30:26 +02:00
Ryan Houdek
69963dc4b0 Merge pull request #2274 from degasus/disable_bbox
Disable bbox
2015-05-25 08:46:12 -04:00
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
degasus
acd074e291 VideoCommon: Make BBox emulation optional 2015-05-25 09:33:34 +02:00
Jules Blok
88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
degasus
242f7d964d CustomTexture: prefetch all available textures 2015-05-16 15:12:07 +02:00
degasus
967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
degasus
1313d3461f VideoCommon: always enable efb copy 2015-02-24 23:01:01 +01:00
magumagu
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
Markus Wick
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
Jules Blok
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
magumagu
6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
degasus
84c8645d22 CustomTexture: Convert old format automatically 2015-01-21 21:22:55 +01:00
Jules Blok
332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
Markus Wick
7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
degasus
744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
Jules Blok
b816ee1f79 VideoConfig: Define a per-game minimum convergence value instead of a percentage boost. 2015-01-02 17:07:08 +01:00
Jules Blok
da058b3078 VideoConfig: Fix convergence parameter.
Looks like a rebase failed somewhere.
2014-12-29 12:03:59 +01:00
Jules Blok
31a55384b3 VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok
70b898e2c6 VideoConfig: Rename Separation to Depth and update descriptions.
More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-24 23:28:23 +01:00
Jules Blok
7e8f96f0d3 OGL: Don't generate a geometry shader if the backend doesn't support it.
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok
b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
Jules Blok
a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00
Jules Blok
a04edbcb9a VideoConfig: Add separation and convergence modifiers to the game ini. 2014-11-24 15:10:52 +01:00
Jules Blok
f64aadd362 VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and introduce a separate section for it. 2014-11-24 12:25:35 +01:00
Jules Blok
0f4d59f612 VideoConfig: Rename StereoFocalLength to StereoConvergence. 2014-11-24 11:58:38 +01:00
Jules Blok
0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok
f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok
1261bd02ca VertexShaderManager: Add stereoscopy options to swap the left and right eye. 2014-11-23 14:27:39 +01:00
Jules Blok
c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok
6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok
9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok
4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok
d583720a59 GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. 2014-11-23 14:26:56 +01:00
Jules Blok
f6ea293027 VertexShaderManager: Compute stereoscopy projection matrices. 2014-11-23 14:23:41 +01:00
Jules Blok
b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
degasus
c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Jasper St. Pierre
44b879dac2 Destroy OpenMP 2014-11-06 18:38:24 -08:00
Fog
467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
crudelios
d281b4d7e1 Remove setting to enable or disable Bounding Box calculation. 2014-10-15 19:02:54 +01:00
Fog
8d424b114a Move bDumpFrames to SConfig (and it's references) 2014-10-12 23:56:16 -04:00
Jules Blok
7344f752b7 Replace BorderlessFullscreenEnabled by ExclusiveFullscreenEnabled.
Special handling was associated with this function, which only applies to exclusive fullscreen.
2014-10-07 16:43:32 +02:00
Rohit Nirmal
fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
Jasper St. Pierre
a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Jules Blok
3b5625c76b VideoConfig: Ignore Borderless Fullscreen setting when the backend does not support exclusive fullscreen.
This was expected to be handled by VerifyValidity(), but that only verifies the validity of the INI files.
2014-07-30 12:15:58 +02:00
Jules Blok
4501aeefbe CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.

Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
Jules Blok
6724ce6275 Cosmetic changes based on feedback on PR #506. 2014-07-26 13:04:39 +02:00
Jules Blok
bd9953d97e Remove the 3D Vision hack.
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.

However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
Jules Blok
009b4dd376 Exit exclusive fullscreen when the stop confirmation is shown.
Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00