Commit Graph

628 Commits

Author SHA1 Message Date
a6ac7dd5bd D3D: Fix Nvidia 3D Vision memory leak 2014-12-14 13:28:49 +01:00
6fe7d530ed PixelShaderCache: Fix MSAA shaders.
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
b2e73400be Cosmetics 2014-12-14 13:28:48 +01:00
b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
4b3e784949 TextureCache: Add stereoscopy support for EFB to texture copies. 2014-12-14 13:28:47 +01:00
3355d8086d D3DUtil: Use a geometry shader to clear all slices. 2014-12-14 13:28:46 +01:00
799697ad80 PSTextureEncoder: Add texture array support.
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
ced733ccdf PixelShaderCache: Add texture array support to static shaders. 2014-12-14 13:28:46 +01:00
d58e389f67 D3D: Recreate the framebuffer when stereoscopic 3D is toggled. 2014-12-14 13:28:45 +01:00
7c05b9a6d0 D3D: Set the geometry shader for triangle primitives. 2014-12-14 13:28:44 +01:00
4f6ce0f236 D3D: Add geometry shader instancing support. 2014-12-14 13:28:44 +01:00
ca766747a8 D3DTexture: Bind textures as texture arrays. 2014-12-14 13:28:43 +01:00
cf12c93c86 D3D: Use common GetEFBLayers() instead of GetEFBSlices(). 2014-12-14 13:28:43 +01:00
9d9bd5341d D3D: Restore viewport after stereo blitting. 2014-12-14 13:28:43 +01:00
a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00
e53705784b D3D: Add SBS/TAB output support. 2014-12-14 13:28:42 +01:00
9253bb7d96 D3D: Add geometry shader stereoscopy support. 2014-12-14 13:28:41 +01:00
d5ebdf7a97 D3D: Add GeometryShaderCache. 2014-12-14 13:28:41 +01:00
9a312e2b83 D3D: Use two slices for most of our textures. 2014-12-14 13:28:40 +01:00
1c316eb18c OGL: Correctly define attrib 0 in attributeless. 2014-12-13 21:02:15 -08:00
15f7e63cc2 Merge pull request #1650 from unknownbrackets/attributeless-fix
OGL: Unbind the active VAO before attributeless rendering
2014-12-14 14:42:07 +11:00
14792c3402 D3DState: Set the pixel shader in m_current when linking dynamically. 2014-12-13 22:09:34 +01:00
a2b43b21fe D3DState: Always update the m_pending members in the setters.
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
68a4cc6b72 Merge pull request #1686 from degasus/master
OGL: fix efb pokes
2014-12-13 23:38:07 +11:00
d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
1a5d791964 OGL: fix efb pokes 2014-12-12 16:11:17 +01:00
b030d29067 Silence some -Wswitch-default warnings. 2014-12-11 22:23:05 -06:00
971a95aece Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
de2abbed17 OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
290fd545e6 OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
0861cb8744 OGL: Properly reset the attributeless VAO. 2014-12-10 20:11:48 -08:00
02cdb41d3d VideoCommon: Rename s_pCurBufferPointer 2014-12-09 18:56:27 +01:00
50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
ff4526b4a9 Merge pull request #1657 from Tinob/master
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
88cd27bbca Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00