cc3fb7e7b4
Merge pull request #2883 from degasus/master
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Profiler: Sort output by total time
2015-08-22 17:52:54 -05:00
3242e1a617
Fix the shader overrunning our max shader size.
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The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more.
Double our maximum shader size to compensate.
Fixes issue #8860
2015-08-22 01:01:03 -05:00
17932935d9
Profiler: Sort output by total time
2015-08-20 11:50:43 +02:00
cb264df64c
Merge pull request #2874 from barat/master
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VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-20 11:08:42 +02:00
a52aaf22ba
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-19 23:13:09 +02:00
09714f86c3
Fix some compilation warnings
2015-08-19 11:07:54 -04:00
ff95fa8a6d
Merge pull request #2861 from lioncash/param
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VideoCommon: Remove unused parameters
2015-08-17 15:02:44 +02:00
8e17c710f3
TextureConversionShader: Remove an unused parameter
2015-08-16 21:10:54 -04:00
0e41b973c7
VertexShaderManager: Remove unused parameter
2015-08-16 21:07:10 -04:00
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
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This reverts commit 0f2c72f0f8
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2015-08-15 13:50:43 +02:00
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +02:00
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
a1df1f5ae4
Widescreen Heuristic: Cleanup code.
2015-08-01 14:39:34 +12:00
615e5db0cb
Make the GameCube game widescreen heuristic smarter.
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The last heuristic wasn't quite smart enough and had a few
false positives in Mario Kart: Double Dash and Metroid prime 2.
Now we only activate if the game is rendering a 16:9
projection to a 4:3 viewport.
2015-08-01 13:21:53 +12:00
739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
567d0b20fa
Merge pull request #2769 from phire/autodetect_widescreen
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Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
2015-07-29 18:23:35 +12:00
86dce8b0f7
VideoCommon: reduce level of debug output
2015-07-27 10:22:40 +08:00
bb60bcc42d
Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
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Someone suggested on IRC that we should make a database of memory
locations in GameCube games which contain the 'Widescreen' setting
so we can automatically detect if the game is in 4:3 or 16:9 mode.
But that's hardly optimal, when the game actually tells the gpu
what aspect ratio to render in. 10 min and 6 lines of code later,
this is the result. Not only does it detect the correct aspect ratio
it does so on the fly.
I'm a little suprised nobody thought about doing this before.
2015-07-27 10:40:41 +12:00
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
c43ae67b3b
RealXFB sizes don't get scaled by IR
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When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
8bd108426e
Merge pull request #2759 from Sonicadvance1/pvr_workaround2
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Work around PowerVR's shader compiler.
2015-07-22 16:51:48 -05:00
6ee5ce32cf
Merge pull request #2757 from Sonicadvance1/pvr_workaround
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Work around slow glBufferSubData on PowerVR.
2015-07-22 16:48:40 -05:00
6bcdae616b
Merge pull request #2679 from Tinob/master
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Implement scaled partial texture updates
2015-07-22 19:04:04 +02:00
c1df6d7b4e
Work around PowerVR's shader compiler.
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This bug has been reported to IMGTec at https://pvrsupport.imgtec.com/ticket/472
The basic idea of the bug is that if you're doing a bitwise and of a constant value vector with a constant scalar value, this causes PowerVR's shader
compiler to fail out with a very non-descriptive message.
Working around the issue by making the value a vector that it is being masked by.
2015-07-20 22:04:16 -05:00
012a9afdb6
Work around slow glBufferSubData on PowerVR.
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As with all tiled renderers, glBufferSubData is terribly slow.
Use glBufferData as typical.
2015-07-20 22:02:58 -05:00
b3a0b6def4
Disables assert messages that seem to be invalid.
2015-07-08 16:12:32 -04:00
f6766dd347
Merge pull request #2722 from lioncash/statement
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VertexLoaderBase: Adjust the scope of a boolean variable
2015-07-08 09:37:06 +02:00
2559a6f25c
VertexLoader: avoid empty lines in perf-$pid.map
2015-07-08 07:17:28 +02:00
df379dabae
VertexLoaderBase: Adjust the scope of a boolean variable
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if a or b do actually turn out to be null, this can cause a null pointer dereference.
2015-07-07 18:33:58 -04:00
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
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Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
dbfdbf7dbd
D3D: Cosmetics.
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Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
2a5dd69c72
Merge branch 'stable'
2015-06-24 19:34:16 +02:00
829fc3dc2d
Quick fix for an invalid iterator
2015-06-24 19:12:46 +02:00
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
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Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
5bc88d5c6a
Revert "GeometryShaderGen: Don't use centroid in
for input variables."
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This reverts commit 4cbaddb7ad
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2015-06-22 17:20:41 +02:00
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
a811370329
[AArch64] Fix a couple of bugs in the vertex loader
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In particular this fixes the 6666 colour format
We were loading from the wrong location and it was causing /terrible/ colour changes.
This also fixes a bug in the all the colour formats(except 888) where the unaligned path was loading in to the wrong register.
2015-06-20 21:12:31 -05:00
a702c4e01e
Merge pull request #2629 from lioncash/vertexloader-ifdef
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VertexLoader: Remove the LOADERDECL define.
2015-06-21 03:17:38 +02:00
619e333dcc
VertexLoader: Remove the LOADERDECL define.
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These functions aren't called from jitted code anymore so it isn't necessary.
2015-06-20 20:52:54 -04:00
cfead69f67
RenderBase: Remove an unused variable
2015-06-19 20:30:29 -04:00
4c79aa8216
HiresTextures: Remove unused variable
2015-06-19 17:31:04 -04:00
dd2183dbb5
Revert "GeometryShaderGen: Don't use centroid in
for input variables."
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This reverts commit 4cbaddb7ad
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2015-06-18 20:25:32 +02:00
7085fcc8d6
Fix FreeBSD build
2015-06-13 21:52:47 -07:00