1261bd02ca
VertexShaderManager: Add stereoscopy options to swap the left and right eye.
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
d7804a4d3e
Cosmetics.
2014-11-23 14:27:39 +01:00
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
4d9589b35f
Cosmetics.
2014-11-23 14:27:38 +01:00
9b4185ffdf
ShaderGen: Make use of padding to store the stereo flag.
2014-11-23 14:27:38 +01:00
f370cb386c
ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
2014-11-23 14:27:38 +01:00
6cacfad010
GeometryShader: Transform the projection within the geometry shader.
...
Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
2014-11-23 14:27:38 +01:00
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
63b37e29d1
ShaderGen: Rename "eye" to "layer".
...
Keeping things generic.
2014-11-23 14:26:56 +01:00
d583720a59
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
2014-11-23 14:26:56 +01:00
176191dc16
ShaderGenCommon: Move uniforms into a common static string.
2014-11-23 14:24:09 +01:00
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
...
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
b236c363de
ShaderGen: Add a stereoscopy flag in the UID data.
2014-11-23 14:23:42 +01:00
5944d15021
TextureCache: Check the number of layers before reusing a texture.
2014-11-23 14:23:42 +01:00
272ea90ca5
GeometryShaderGen: Allow stereoscopy to be disabled.
...
Will facilitate future use of this generator for other purposes.
2014-11-23 14:23:41 +01:00
d9e280e338
PixelShaderGen: Sample the correct texture layer.
2014-11-23 14:23:41 +01:00
f6ea293027
VertexShaderManager: Compute stereoscopy projection matrices.
2014-11-23 14:23:41 +01:00
c64486075d
PostProcessing: Add layered stereoscopy support.
2014-11-23 14:23:41 +01:00
2d8ec62beb
Pass VS_OUTPUT structs between shaders.
2014-11-23 14:23:41 +01:00
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
6f3e20ac42
OGL: disable bbox writes if not supported
2014-11-22 15:17:57 +01:00
4ef0ab2731
Merge pull request #1534 from FioraAeterna/fixd3dtex1x1
...
D3D: fix issues with multi-level 1x1 textures on D3D
2014-11-21 19:12:58 +13:00
21e4e035cc
Merge pull request #1281 from Stevoisiak/RenameEuRGB60
...
Renamed EuRGB to PAL60
2014-11-21 19:09:42 +13:00
3ddf82a318
Vertex Loader: SSE implementations of more position/texcoord/normal formats
...
~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
fb50cb6d99
Merge pull request #1550 from degasus/bbox
...
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
ca3e5ce5e1
Added an exception check when the game is close to overflowing. Fixes the fifo overflow that occurs in Battalion Wars 2.
...
Changed the CPEnd loop check to an exact match.
2014-11-19 12:48:09 +11:00
3d448e49c6
Update CPStatus before processing the FIFO events and force an exception check on interrupts.
...
Added more information into the FIFO unknown opcode error message.
2014-11-19 12:48:08 +11:00
b2c02e216c
Separated out the CPU and GPU thread path to avoid clobbering.
...
Removed the Eternal Darkness check as it is no longer required.
Fixes issue 7835.
2014-11-19 12:48:08 +11:00
e7a82c4ded
Renamed EuRGB60 to PAL60
2014-11-18 16:51:21 -05:00
c211450b99
OGL: implement bounding box support with ssbo
...
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
90613a1bda
OpcodeDecoder: Skip recursiv display lists
2014-11-15 16:24:06 +01:00
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
733795891c
D3D: fix issues with multi-level 1x1 textures on D3D
...
Fixes NBA 2K11, maybe other things.
2014-11-12 21:43:48 -08:00
dc08de028c
Moved projection epsilon to a more reasonable place
2014-11-09 15:25:49 +01:00
44b879dac2
Destroy OpenMP
2014-11-06 18:38:24 -08:00
f6b4b4dbba
Merge pull request #1497 from lioncash/host
...
Host: Kill off Host_SysMessage
2014-11-06 20:41:53 -05:00
884ec2ed13
Host: Kill off Host_SysMessage
...
Equivalent facilities already exist.
2014-11-05 02:30:48 -05:00
c34d99e40e
Work around LLVM header peculiarity
...
Bug report: http://llvm.org/bugs/show_bug.cgi?id=21472
2014-11-04 02:29:33 +01:00
08b61fdd9c
Merge pull request #1465 from degasus/master
...
VideoCommon: Remove GetPointer in fifo code
2014-11-02 19:58:45 -05:00
6e43562496
Merge pull request #1468 from Tilka/cleanup
...
Small cleanup
2014-11-02 11:02:35 -06:00
ff41dd479b
Fix warnings about non-static variables
2014-11-02 04:51:44 +01:00
9ab924513e
VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
...
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
cd9f0c34e4
VideoCommon: Remove GetPointer in fifo code
2014-11-01 12:24:43 +01:00
3e82cb4628
Merge pull request #1440 from Sonicadvance1/attributeless-workaround
...
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
9da7e6ae79
Adds a DriverDetails bug to track Qualcomm attributeless rendering.
...
This particular issue was fixed in the v66 (07-08-2014) development drivers from Qualcomm.
To make sure we cover all drivers that may or may not have the issue fixed, make sure to mandate v95 minimum to work around the issue.
The next commit is the actual work around for post processing for this.
2014-10-29 19:58:18 -05:00
daabcfd6fc
Removes Qualcomm's rotated framebuffer bug from DriverDetails.
...
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
67452c53f1
Merge pull request #1386 from booto/small-loop-fix
...
VideoCommon: loop bug in ShaderGenCommon.h debug
2014-10-29 17:28:10 -04:00