a583d36c7f
Merge pull request #4326 from degasus/framedump
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Framedump: Merge screenshot code with framedumping.
2016-10-10 11:48:57 +02:00
c8cb1fa7d7
Merge pull request #4319 from leoetlino/sysconf
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Don't read/store settings directly from/to SYSCONF (and fix config restore)
2016-10-09 02:34:52 -07:00
a86b2c15d8
Merge pull request #4322 from Helios747/I_hate_features
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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.
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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
39fd6dcd5b
Fix missing includes
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Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
64b648f6c8
D3D: Use VideoCommon framedumping helpers.
2016-10-07 23:10:36 +02:00
ef1bfc26b2
Merge pull request #4291 from degasus/shader_gen
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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.
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It is already stored within the UID.
2016-10-04 10:13:46 +02:00
86112c7258
VideoCommon: Minor changes
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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
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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
168e145fae
D3D: Remove unnecessary renderer global references
2016-08-31 14:17:22 -04:00
0fbf72cbf1
Merge pull request #4140 from Armada651/ww-depth
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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
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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
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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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
bce8097712
D3D11: Support texture dumping of non-zero mipmap levels
2016-08-10 23:45:25 +10:00
d078c6cb35
Merge pull request #4073 from amaiorano/fix-d3d-debugobjectname
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Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rat…
2016-08-01 00:38:02 +02:00
2030a5e1b8
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
2016-07-31 10:48:09 -04:00
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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
e169d54f3c
D3D11: Fix CPU EFB color reads when MSAA is enabled
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Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.
Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
8a21b082d6
Merge pull request #3745 from stenzek/d3d11-texcache
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-04-24 11:47:32 +02:00
33c22ffab7
D3D: Amend code to fix a new VS warning
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Fixes warning C4334
2016-03-30 20:59:57 -04:00