Commit Graph

2145 Commits

Author SHA1 Message Date
50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
ff4526b4a9 Merge pull request #1657 from Tinob/master
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
88cd27bbca Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
40920b3823 OGL: Don't use texture arrays for MSAA.
This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
36b886cb80 D3D: Viewport min and max depth is now clamped to [0..1] range 2014-11-29 11:42:53 +01:00
1fe3d07cbd D3D: Removed somewhat mysterious comment
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00