8371c428cd
VertexLoaderBase: Get rid of explicit delete and new
2015-12-22 20:09:54 -05:00
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
e422af9cce
FramebufferManager: Get rid of raw new and delete
2015-12-22 18:06:05 -05:00
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
d20ba76ab3
StreamBuffer: Make factory function return a std::unique_ptr
2015-12-21 10:21:38 -05:00
ec71452706
StreamBuffer: Correct function casing
2015-12-21 10:09:03 -05:00
1eea95a5be
StreamBuffer: Use std::array for fences
2015-12-21 10:07:56 -05:00
7b69fec8e7
StreamBuffer: Remove unnecessary inline specifiers
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Methods defined directly in class bodies are inline by default
2015-12-21 10:04:14 -05:00
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
50b9ab4541
Set g_vertex_manager to nullptr on DX11 backend shutdown.. OGL backend already does this
2015-12-20 17:02:36 -08:00
5e9ab28ed1
VideoSW: Clear normal vertex data.
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This data might not be initialized but used for lighting.
This matches our ShaderGen usage in VertexShaderGen.cpp:166.
2015-12-19 10:51:42 +01:00
de21da5fb2
Merge pull request #3315 from degasus/test
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ShaderGen: Toggle value of uninitialized color.
2015-12-18 14:21:37 +01:00
ebe3c49c5f
Merge pull request #3332 from degasus/master
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MSAA: Store samples in ini files.
2015-12-19 01:37:10 +13:00
e15b6e1a37
Merge pull request #3162 from lioncash/rast
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Software: Minor changes to Rasterizer
2015-12-15 18:22:42 +01:00
e26d9f7c35
MSAA: Store samples in ini files.
2015-12-15 09:41:01 +01:00
5dcd3cd4fd
D3D: Fix crash when taking screenshot with crop enabled
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This was due to specifying negative source coordinates for the texture copy, which must lie within the bounds of the source and destination textures.
The behavior now is to clamp the copy region to [0 <= size <= backbuffer size], resulting in a copy region that can be smaller than the backbuffer, but never larger.
2015-12-09 02:38:24 +10:00
f511e539c2
VideoSW: Use Zero for undefined colors.
2015-12-06 12:39:18 +01:00
7762d68c4b
Rasterizer: Mark some references as const
2015-12-06 02:51:36 -05:00
0608ed5130
Rasterizer: Specify internal linkage on Draw
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It's not exposed in the header.
2015-12-06 02:51:34 -05:00
a0924b5e1b
Rasterizer: Convert BLOCK_SIZE into a constant variable
2015-12-06 02:51:33 -05:00
2793785e0c
Rasterizer: Get rid of a clamp macro
2015-12-06 02:51:28 -05:00
9b921c2e7c
Rasterizer: Get rid of a trivial pointer cast
2015-12-06 02:44:06 -05:00
d28c9ae354
VideoSW: Wipe output vertices
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They shall be overwritten afterwards.
2015-12-02 21:37:12 +01:00
21b708106c
Make sure not to use a GL texture buffer past the max size.
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The spec says that vendors can set the max texture size to be 65KB and we want 1MB.
Check the maximum supported and drop to the max if it is less than 1MB
2015-11-30 01:18:03 -06:00
fc00598785
NativeVertexFormat: Inline Initialize in contructor
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They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
df799dd124
VideoCommon: Create default implementation for state setters
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It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
2015-11-24 22:39:10 +01:00
d1b132731d
D3D: Remove redundant cast, move pitch calculation to caller
2015-11-24 21:54:19 +10:00
6be4608a0d
D3D: Fix crash on some drivers with small textures
2015-11-24 21:15:19 +10:00
d27dcdba48
We shouldn't be trying to enable the SSBO extension in ES.
2015-11-23 14:47:43 -06:00
ed5e3c054e
Enable Anisotropic filtering in ES.
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This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
2015-11-19 02:00:43 -06:00
f172cda50f
Merge pull request #3191 from lioncash/rekt
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MathUtil: Minor changes to Rectangle
2015-11-18 10:40:54 +01:00
087ba5268a
TextureCache: Rewrite EFB Copy control flow
2015-11-15 12:02:41 +01:00
dcdf8fd3ce
TextureCache: Split efb2ram from efb2tex
2015-11-15 11:59:52 +01:00
d7d8704353
D3D-TextureEncoder: Remove TCache::Entry usage
2015-11-15 11:59:52 +01:00
71b22702a1
OGL-TextureConverter: Keep care about the global state ifself
2015-11-15 11:59:52 +01:00
495902787c
OGL: Remove TCache::Entry usage in TextureConverter
2015-11-15 11:59:52 +01:00
81d9cce70c
VideoCommon: rename TextureCache to TextureCacheBase
2015-11-06 15:43:58 +01:00
51c984dde3
Remove the "Show EFB Copy Regions" debug option.
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It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.
And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.
Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
2015-11-05 18:15:46 +13:00
05b06b7a21
Merge pull request #3227 from Tilka/sizeof
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OGL: don't hardcode buffer sizes
2015-11-04 14:35:23 +13:00
39313152ba
OGL: use StringFromFormat where appropriate
2015-11-04 01:56:02 +01:00
e161e714c7
Merge pull request #3226 from Tilka/shadergen
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VideoCommon: return code/uid from shader gens
2015-11-04 13:42:49 +13:00
bc38892db7
DriverDetails: remove BUG_BROKENINFOLOG leftovers
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It was removed in 9618738278
.
2015-11-03 18:50:44 +01:00
71d1eb3c31
VideoCommon: return code/uid from shader gens
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rather than passing in non-const references
2015-11-03 14:40:23 +01:00
c52c73f762
VideoCommon: VertexManager -> VertexManagerBase
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It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
2015-11-02 11:53:54 +01:00
983978ee66
VideoCommon: flush vertex manager if components change
2015-11-01 22:39:31 +01:00
7066689131
ShaderCaches: remove unneeded typedefs
2015-10-29 14:43:05 +01:00
f9512ece77
OGL/ProgramShaderCache: small cleanup
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Drop an unused function and privatize the cash, er, I mean cache.
2015-10-29 13:51:25 +01:00
c28e3affc5
TextureCacheBase: Change CacheLinesPerRow to BytesPerRow
2015-10-22 08:14:43 -04:00
10c1fd7f38
MathUtil: Make Rectangle constructors and equality operator constexpr
2015-10-20 20:30:36 -04:00
9ee610830c
Make sure FORCE_EARLY_Z is defined for GLES
2015-10-18 02:37:14 +13:00