31c530c7b3
Merge pull request #3386 from lioncash/memory
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Common: Namespace MemoryUtil
2016-08-19 11:04:45 +02:00
e86d7cbc99
OGL: Workaround gl_ClipDistance bug on Mesa i965.
2016-08-18 01:08:39 +02:00
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
8c1c7fc2da
Cosmetics.
2016-08-15 13:11:30 +02:00
afa251af42
DriverDetails: Add bug for broken gl_ClipDistance on i965.
2016-08-15 13:11:28 +02:00
94927f360f
VideoCommon: Add a user-defined far clipping plane.
2016-08-15 13:11:28 +02:00
6e2052fae6
OGL: Disable clip distance on when not in a game-like state.
2016-08-15 13:11:27 +02:00
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
4582853af4
VertexShaderGen: Use reversed depth range.
2016-08-15 13:11:26 +02:00
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
b1ed7e80fb
VertexShaderGen: Clip z using user-defined clipping planes.
2016-08-15 13:11:25 +02:00
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
bce8097712
D3D11: Support texture dumping of non-zero mipmap levels
2016-08-10 23:45:25 +10:00
e01c143379
Common: namespace MemoryUtil
2016-08-07 13:03:07 -04:00
d078c6cb35
Merge pull request #4073 from amaiorano/fix-d3d-debugobjectname
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Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rat…
2016-08-01 00:38:02 +02:00
2030a5e1b8
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
2016-07-31 10:48:09 -04:00
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
8be5717a60
Improve PerfQuery accuracy
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In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.
Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
2016-07-04 18:54:49 +10:00
28a3691e70
Merge pull request #3930 from RisingFog/split_video_dump_resolution
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Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
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
ee9e3432cb
Merge pull request #3513 from phire/make_hdkr_happy
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Get shadergen ready for Multithreadded generation of shaders.
2016-06-26 21:55:22 +12:00
fe73ae8526
Add missing override
2016-06-26 00:49:50 -04:00
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
fdbda7b7dd
Null: Create Visual Studio project file.
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Why is this so stupid on linux.....
2016-06-25 22:40:23 +02:00
59e4882af3
nullvideo: initial release of null video backend
2016-06-25 22:40:23 +02:00
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
d197f489b9
analytics: Report OpenGL's adapter name too.
2016-06-20 23:54:44 +12:00
0e5852f634
[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE
2016-05-30 10:06:19 -05:00
14220ae488
Fix building with PCH disabled.
2016-05-26 13:05:21 -05:00
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
89e54fbd6c
OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
2016-05-19 21:24:09 +10:00
22648729c7
Merge pull request #3832 from degasus/android
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DriverDetails: Update Qualcomm new driver version.
2016-05-18 21:26:45 +02:00
3a452f3cc5
VideoSW: Fix XFB config.
2016-05-18 18:37:44 +02:00
fa3526962d
VideoSW: Drop Update in XFB copy.
2016-05-18 18:37:44 +02:00
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
6219c39cf5
OGL: Drop QC ES3.1 workaround.
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This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
ccf9470241
D3D12: Specify read/write ranges when calling Map/Unmap
2016-05-08 23:18:59 +10:00
fde7dee652
D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
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This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08 23:18:58 +10:00
9bff187547
D3D12: Cleanup startup/shutdown process
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Sorts out references that cause some modules to be kept around after
backend shutdown.
Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
2016-05-08 23:18:58 +10:00
4269abdc3e
D3D12: Implement perf query support
2016-05-08 23:18:57 +10:00