Commit Graph

2145 Commits

Author SHA1 Message Date
abc3bddb54 Revert "D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features."
This reverts commit a83c239765.
2013-11-14 00:34:09 +13:00
f96e9e1ae4 warnings and code formatting 2013-11-13 04:03:46 -05:00
268bdf19ce Fix format string warnings 2013-11-13 04:01:16 +01:00
22f727cc69 D3D: Use D3DX11 for taking screenshots. 2013-11-10 00:22:35 +01:00
0b02880b76 Revert "Be less dumb."
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase.  Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."

This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
3de2ee5d46 D3D: Use D3DX for texture dumping. 2013-11-10 00:22:31 +01:00
a83c239765 D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features.
The Dolphin development team is incapable of providing sufficient replacement for its previous usage in Dolphin and the advantages of dropping the dependency do not justify the removal of screenshots and texture dumping.

From now on, d3dx11.h, d3dx11async.h, d3dx11core.h and d3dx11tex.h are required to be stored somewhere in the header include path. I don't know if this is the case for anyone else than me, but I can't really say that I care after having people randomly merge unfinished branches into master.
2013-11-10 00:18:03 +01:00
274f6dd7ab ogl: check default framebuffer for msaa
default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
e15f628935 Fix {Read,Write}FileToString.
We should be using binary always.
2013-11-05 00:33:41 +13:00
21610c2e54 Run code through clang-modernize -add-override to add 'override' decls. 2013-11-03 20:54:05 -05:00
c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
965b32be9c Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up. 2013-11-03 20:54:01 -05:00
00fe5057f1 Be less dumb. 2013-11-03 14:37:56 -05:00
74b5fb3ab4 Actually, filename really does need to be a parameter because of some random debug thing. 2013-11-02 22:44:27 -04:00
cd46138d29 fix non-HAVE_WX case 2013-11-02 22:23:29 -04:00
5f72542e06 Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken). 2013-11-02 22:19:21 -04:00
82729fcc8f Merge remote-tracking branch 'shuffle2/vc12'
Conflicts:
	Source/Core/Common/Common.vcxproj
	Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
498d491942 Merge branch 'viewportCorrection' 2013-10-29 22:33:51 +01:00
35824aa4d5 ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior 2013-10-29 21:42:40 +01:00
f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00
8e0f91f70e d3d: use backend based UpdateViewport instead of VideoCommon one 2013-10-29 18:55:50 +01:00
acc0b3b21c ogl: don't call SetViewportChanged from backend as it's not needed any more 2013-10-29 18:55:50 +01:00
3151d8709c VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
f18c461fd6 [viewport-float] Fix OpenGL ES 3 build. 2013-10-29 17:10:02 +00:00
edf0511d4e OGL: Use floating points for viewport parameters.
As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
f82e1b9dc7 D3D: Use floating points for viewport parameters.
OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
2013-10-26 12:40:37 +02:00
97cd42f5c3 Remove some unnecessary includes as well as simplifying exisiting ones if possible. 2013-10-19 19:58:56 -04:00
de1773affb Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system. 2013-10-17 00:07:35 -04:00
cffe6ba3fd Fix TextureEncoder.h 2013-10-16 23:20:51 -04:00
f850d283d1 ogl: only use bufferdata if buffersubdata is broken
Else nvidia fallback would be slower than needed
2013-10-16 15:46:58 +02:00
f0bf5aa113 Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this. 2013-10-16 11:27:58 +00:00
5de7ac4791 OGL: update ubo workaround 2013-10-12 20:31:59 +02:00
6e2fe72b8f D3D: also uses VideoCommon constant buffer handling
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
7c14463d11 ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
4377618438 VideoCommon: keep a copy of the const buffer in VideoCommon
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)

Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
0753ce5bda ogl: use GL_RGBA instead of GL_RGBA8
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
0556193442 Build fix for previous commit. 2013-10-11 21:45:44 -05:00
cf7521dc36 [Android] Make Tegra 4 output graphics that aren't visually appealing. 2013-10-11 21:42:07 -05:00
414ed6ef63 C.K. should fix his website before throwing stones at obsolete xml. 2013-10-09 23:56:16 +13:00
fbcc41c18e Fix references for OGL, SW and D3D. 2013-10-09 23:49:00 +13:00
4a0745799f Missed OGL includes apparently. 2013-10-08 18:03:33 +13:00
eb480a406c Fix Windows vcxproj files. 2013-10-08 17:52:18 +13:00
9920362581 Fix MSVC project files
yay relative paths
2013-10-07 18:50:21 -04:00
a7c7208103 Put Plugins/ in Core/, rename to VideoBackends 2013-10-07 10:37:01 -04:00