iwubcode
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00
iwubcode
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
Lioncash
2a782b8f16
D3D/main: Remove unused variable in InitBackendInfo()
2017-11-12 13:24:02 -05:00
Lioncash
3dbd6a53cc
D3DUtil: Remove unused file-scope variables
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These used to be used when the drawShadedTexSubQuad() function existed,
but since it's been removed they now have no use.
2017-11-11 18:56:44 -05:00
JosJuice
a310cbec8e
Fix incorrect handling of auto IR
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Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Leo Lam
e29cd19f73
Merge pull request #6118 from Tomcc/master
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Resolution independent mipmaps (high IR Super Mario Galaxy Fix)
2017-10-31 21:37:20 +01:00
iwubcode
b201777b83
D3D Backend: Change encoding parameter types from DWORD to our platform agnostic types
2017-10-30 10:27:02 -05:00
Tommaso Checchi
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
c15ea2f1ed
D3D: Fix crash if shaders fail to compile
2017-09-07 11:45:43 +10:00
Jules Blok
c97a799c5f
Merge pull request #6016 from Armada651/allow-tearing
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D3DBase: Support the "allow tearing" DXGI flags.
2017-09-06 13:22:23 +02:00
Stenzek
1073053df9
Merge pull request #6026 from stenzek/d3d-ubershader-logicop
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ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-06 18:33:47 +10:00
iwubcode
1ccfccdcf0
D3D: Properly handle dual source blending
2017-09-05 23:51:31 -05:00
Stenzek
84f8ebd95f
VideoBackends: Clear uid bits that are unused for the current backend
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Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Jules Blok
347fd065df
D3DBase: Support the "allow tearing" DXGI flags.
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This makes sure our framerate is unlocked when we disable V-Sync.
2017-09-04 23:12:52 +02:00
Anthony
ee6930a231
Merge pull request #6013 from stenzek/d3d-logic-op
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D3D: Implement logic op support
2017-09-03 19:26:50 -07:00
Anthony
26e777d80b
Merge pull request #5337 from stenzek/d3d-common-blending-state
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D3D: Use blending state from VideoCommon
2017-09-03 19:25:46 -07:00
Stenzek
90051536bf
D3D: Support logic op through integer render target view
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This brings D3D to parity with OpenGL and Vulkan.
2017-09-04 10:07:36 +10:00
Lioncash
36e299ca80
D3DTexture: Remove unused bindflags D3DTexture2D member variable
2017-09-03 13:12:26 -04:00
Lioncash
52099d1b0a
D3DTexture: in-class initialize class members where applicable
2017-09-03 13:08:06 -04:00
Jules Blok
8906b26ea5
D3DBase: Use the correct version of CreateDXGIFactory.
2017-09-03 14:33:06 +02:00
Stenzek
99d61906cc
Merge pull request #5948 from Armada651/d3d-explicit-stereo
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D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
2017-09-03 21:07:24 +10:00
Stenzek
c9d649d27c
D3D: Use Direct3D 11.1 where supported
2017-09-03 16:33:47 +10:00
Stenzek
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
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This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
Stenzek
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00
Stenzek
c90b0bf532
D3D11: Create debug device when validation layer is enabled in options
2017-09-03 14:14:19 +10:00
Stenzek
ce59121748
Merge pull request #6004 from lioncash/d3d
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D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-03 14:13:17 +10:00
Lioncash
2d45204f12
VideoBackends: Add the explicit keyword to WorkItem-derived class constructors
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Prevents implicit conversions
2017-09-02 17:35:20 -04:00
Lioncash
64de8a9d0b
D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-02 14:45:14 -04:00
Jules Blok
f4f6782ae6
D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
2017-08-20 18:25:49 +02:00
Anthony
a7bdd2ee1c
Merge pull request #5868 from stenzek/d3d-require-new-compiler
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D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
2017-08-14 09:55:31 -07:00
JosJuice
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
N.E.C
c3a57bbad5
Video: Clearly separate Texture and EFB Copy formats
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Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Stenzek
57f34d748b
D3DBase: Raise error if d3dcompiler_47.dll cannot be loaded
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Previously we were falling back to an earlier version of the compiler.
The older version cannot compile our ubershaders without various
graphical issues.
2017-08-02 19:54:55 +10:00
Stenzek
fe65b26d53
Merge pull request #5834 from stenzek/bc7
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Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
Stenzek
63305e9173
HiresTextures: Support loading BC7 (BPTC) from DDS files
2017-08-01 11:59:38 +10:00
Stenzek
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Stenzek
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
Stenzek
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek
25338c53e0
NativeVertexFormat: Drop unused virtual method SetupVertexPointers
2017-07-30 17:43:59 +10:00
Stenzek
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
7d78cf0f6f
ShaderGen: Implement pixel ubershaders
2017-07-30 17:43:59 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
228ddb8aba
D3D11: Reload shader cache when relevant config changes
2017-07-20 17:46:59 +10:00
Jules Blok
3fc9a48da0
D3DBase: Use the swapchain discard mode when possible.
2017-07-10 14:25:28 +02:00
Jules Blok
65495a1297
D3D: Resize the swapchain when the fullscreen state is changed
2017-07-10 14:24:11 +02:00
Jules Blok
07c5dcd739
D3DBase: Set the fullscreen state in Create()
2017-07-10 14:03:04 +02:00