268f52e054
Add missing license headers
2015-05-25 13:11:47 +02:00
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
695a72c24c
Merge pull request #2414 from Armada651/depth-clamp
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VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
f7151a2a5c
Revert "D3D: Use a 32-bit floating point depth buffer."
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This reverts commit a224c604a3
.
2015-05-16 22:16:31 +02:00
a224c604a3
D3D: Use a 32-bit floating point depth buffer.
2015-05-08 14:32:22 +02:00
84a5f4abb0
VideoBackends: Use the new divisor when clearing the depth buffer.
2015-05-08 14:32:22 +02:00
1a409a2e16
VideoBackends: Clamp Z peek values.
2015-05-08 14:32:21 +02:00
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
b0770e2a0c
VideoBackends: Floor depth values in depth copy shaders.
2015-05-08 14:29:30 +02:00
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
268b8fd26f
Merge pull request #2026 from mrgreywater/d3d-debugbreak
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D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
24594a7888
PixelShaderCache: Fix MSAA depth copy shader.
2015-05-06 12:43:35 +02:00
7a1252f7e5
VideoBackends: Implement depth copy shaders with integer math.
2015-05-05 00:40:25 +02:00
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
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Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
9eb608c9da
Merge pull request #2301 from lioncash/const
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General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
bdde6b2a7c
D3D: Remove dependency on wxWidgets
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This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
ad64336137
quiet some warnings which appear on vs2015.
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quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
35373c5185
TextureCache: load all mipmap levels from custom textures
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This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
c0a4760f0e
Decode EFB copies used as paletted textures.
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A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
c43da7e00b
D3D: replace memset, fix warning
2015-02-12 14:45:05 +01:00
442b7ba99c
D3D: Add debug object name for efb encoder pixel shader
2015-02-12 14:34:36 +01:00
b5ffba3291
D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName
2015-02-12 14:34:35 +01:00
3d3a68a2f0
D3D: Add break on error in debug build
2015-02-12 14:34:34 +01:00
0f96a0104e
Merge pull request #1752 from Buddybenj/clean-up
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Clean Up
2015-02-10 11:39:14 -08:00
2434b531f3
D3D: Fixed crash rendering EFB textures with MSAA
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
c18c50a0e1
Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
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D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
0030ad9ecf
Fix D3D regression from PR1948.
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Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.
This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
beaa9905a6
Merge pull request #1966 from magumagu/unify-efb-encode
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Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
da31314775
Merge pull request #1970 from magumagu/d3d-cleanup
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D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
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Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
897b678d24
D3D: delete unnecessary code.
2015-01-26 10:58:32 -08:00
33259c272b
Remove some debugging junk.
2015-01-25 23:11:36 -08:00
cb05730127
Use linear sampling in ScaleByHalf mode.
2015-01-25 23:05:23 -08:00
cb5d3fce4f
Fix stupid mistake.
2015-01-25 21:20:25 -08:00
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
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There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
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Fix 3D XFB
2015-01-25 15:44:06 +11:00
4f324ad742
Clean Up
2015-01-24 17:10:21 -06:00
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
5510c86b81
Move Zfreeze code out individual backends into videoCommon
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Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00