Commit Graph

198 Commits

Author SHA1 Message Date
b9e4370023 Merge pull request #4383 from Sintendo/minor-text-fixes
Fix minor comment typos
2016-10-31 12:51:42 +01:00
1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
f163bd1048 Fix various comment typos 2016-10-24 18:27:49 +02:00
2536e37ec5 Merge pull request #4194 from Armada651/efb-source-format
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-21 21:45:29 +00:00
ab5054c34e VideoBackends: Always enable dual-source blending if supported. 2016-10-10 17:32:51 +02:00
9f264c0872 AVIDump: Move CoreTiming into caller. 2016-10-10 12:03:18 +02:00
a583d36c7f Merge pull request #4326 from degasus/framedump
Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
a86b2c15d8 Merge pull request #4322 from Helios747/I_hate_features
Remove Frameskip
2016-10-08 21:41:43 +02:00
64927a2f81 Renderer: Merge screenshot logic into VideoCommon. 2016-10-08 19:38:57 +02:00
b427ead0cc Remove Frameskip 2016-10-08 11:49:51 -05:00
db0509560e AVIDump: Hard code rgba. 2016-10-08 18:16:32 +02:00
0864ef4352 VideoCommon: Add custom stride for framedumping. 2016-10-08 15:44:54 +02:00
1ef5ba0c53 D3D: Skip redundant format convertions. 2016-10-08 15:40:49 +02:00
b5a91e1dfa Framedumps: Add finish() function to limit memory lifetime. 2016-10-08 15:39:22 +02:00
ebc617882b VideoCommon: Drop RepeatFrameDumpFrame helper.
This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-08 15:39:21 +02:00
6b08830a95 D3D12: Use VideoCommon framedump helpers. 2016-10-07 23:15:10 +02:00
ef1bfc26b2 Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
43c48a6f48 Fix frame dumps on file close in certain situations 2016-10-04 09:26:23 -04:00
829fc8f0ad PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
86112c7258 VideoCommon: Minor changes
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
828aac7890 VideoBackends: Make TextureCache::CompileShaders return a bool 2016-10-01 01:09:12 +10:00
5346078791 VideoCommon: Add config fields for multithreading and validation layers 2016-10-01 01:09:12 +10:00
cb759528e0 Merge pull request #3893 from hthh/perf-query-bug
Improve PerfQuery accuracy
2016-09-27 13:07:35 +02:00
f5c70a4b27 EFB2RAM: Downsample higher resolutions with linear filtering. 2016-09-07 11:17:32 +12:00
9e26ef4aa8 D3D12: Remove unnecessary renderer global references 2016-08-31 14:14:51 -04:00
0fbf72cbf1 Merge pull request #4140 from Armada651/ww-depth
D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
a8a9348913 OGL: Handle cases where reversed depth is already used. 2016-08-23 15:54:04 +02:00
65472260d8 D3D: Correctly invert the viewport depth range. 2016-08-23 09:57:11 +02:00
2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
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
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
14e0b48ae4 VideoCommon: Make API_TYPE an enum class
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
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
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
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.
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.
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.
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.
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
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
ccf9470241 D3D12: Specify read/write ranges when calling Map/Unmap 2016-05-08 23:18:59 +10:00