f31adf9635
Fix D3D crashes/issues
2016-06-27 10:13:17 -04:00
1b71249562
D3D: Fix crash on start with BBox enabled
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Someone removed the BBox::Init(), causing crashes when BBox is enabled.
Fixes issue #9643 .
2016-06-27 12:45:00 +02:00
d79aeaa1e9
VideoCommon: Drop GetConfigName.
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We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
2f134c5c36
Remove the rest of ShaderDebugging.
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
95469ec225
Remove UID Checker.
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Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
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Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
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As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
43d0d692f9
Fix D3D12 headers missing includes.
2016-06-24 11:14:10 +00:00
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
e169d54f3c
D3D11: Fix CPU EFB color reads when MSAA is enabled
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Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.
Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
8a21b082d6
Merge pull request #3745 from stenzek/d3d11-texcache
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-04-24 11:47:32 +02:00
33c22ffab7
D3D: Amend code to fix a new VS warning
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Fixes warning C4334
2016-03-30 20:59:57 -04:00
53cf42fb06
D3D11: Fix some cases where render target switches desynced StateManager
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
2016-03-26 00:01:26 +10:00
63e4e07683
D3D11: Simplify MSAA depth texture resolving
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This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-26 00:00:39 +10:00
0b9a72a62d
VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
2016-03-24 13:43:29 +11:00
902e5cddf7
VideoBackends: Do not use Anisotropy on Point filtered textures.
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
961901daae
Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
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Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
6fe3a3004d
Rename Direct3D to Direct3D 11
2016-02-16 22:43:21 -05:00
932dd14418
NativeVertexFormat: Add missing override specifier
2016-02-15 23:41:20 -05:00
69c82f32ff
NativeVertexFormat: Use in-class initialization
2016-02-15 23:40:34 -05:00
bb4d636f34
Copy all layers of textures with CopyRectangleFromTexture
2016-02-14 21:17:06 +01:00
99555a35ca
For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
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Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
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This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
e187c55bdd
OpcodeDecoder: Add namespace
2016-01-24 01:31:36 -05:00
d9fec92628
VideoCommon: Header cleanup
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Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
48b60649af
Merge pull request #3495 from Armada651/d3d-float
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D3D: Use a 32-bit floating point depth buffer.
2016-01-14 00:39:23 +01:00
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
0c92603fd5
Merge VideoBackendHardware into VideoBackend.
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And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-12 23:18:58 +01:00
8158d291aa
D3D: Use the full depth range for Z pokes.
2016-01-11 22:27:41 +01:00
129975233f
D3D: Use a 32-bit floating point depth buffer.
2016-01-11 22:27:40 +01:00
e7fbd1fd50
Merge pull request #3439 from Armada651/depth-range
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Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
3f15aa4b57
Add support for framedumping to OpenGL ES.
2016-01-09 00:21:20 -06:00
bf1c53a6e8
Merge pull request #3451 from RisingFog/libav
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Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-09 01:01:05 +01:00
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
ad1f7576ad
VideoConfig: Use "GFX.ini" for both D3D and OGL.
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They share the same format, so there is no need to separate their configs.
2016-01-06 21:43:11 +01:00
8c3108b354
Render: Clamp the z range to the full range.
2016-01-03 15:39:34 +01:00
01f99a04a2
VideoBackend: Get rid of a boolean global
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Also gets rid of global headers
2016-01-02 18:03:28 -05:00
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
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D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
d8e5d8659e
TextureCache, fix an incorrect assert.
2015-12-29 14:25:31 +13:00
aabcd441d9
Merge pull request #3381 from Armada651/revert-3076
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Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
2015-12-28 10:18:32 +01:00
5cb047f449
D3D: Fix compilation error on windows
2015-12-28 15:50:01 +10:00
294bb75316
Merge pull request #3295 from stenzek/d3d-xfb-msaa
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D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
4d48a7abfc
D3D: Fix crash on startup/resize
2015-12-23 23:07:31 +10:00
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
8bda12bcfd
Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
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This reverts commit 81414b4fa2
, reversing
changes made to b926061f64
.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
2015-12-23 00:35:19 +01:00