Commit Graph

12479 Commits

Author SHA1 Message Date
Tony Wasserka
fee6efc4dc Merge pull request #375 from degasus/remove_SkipVertices
VertexLoaderManager: Remove unused function.
2014-05-16 16:20:29 +02:00
Tony Wasserka
b8817267f4 Merge pull request #366 from Jezze/vertex
OGL/VertexManager: Remove unused variable.
2014-05-16 16:18:14 +02:00
Tony Wasserka
25e8dc0aed Merge pull request #354 from magumagu/gx-primitive-mask
Opcode decoding: 0xC0 isn't a valid command.
2014-05-16 15:59:59 +02:00
degasus
7bb44199fd remove unused and unexported function 2014-05-16 14:33:00 +02:00
Jens Nyberg
f742c5a057 OGL/VertexManager: Remove unnused m_CurrentVertexFmt 2014-05-13 23:59:08 +02:00
shuffle2
36720e6822 Merge pull request #351 from Tilka/make_unique
Add a std::make_unique implementation (Common/StdMakeUnique.h)
2014-05-11 01:46:09 -07:00
Tony Wasserka
541ff4cc7c Merge pull request #359 from shuffle2/d3d-disable-warnings-as-errors
D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds.
2014-05-11 10:41:28 +02:00
Tillmann Karras
fd94ce5210 fixmeup use 2014-05-11 10:40:18 +02:00
Tillmann Karras
4400e511c0 fixmeup rename 2014-05-11 10:40:18 +02:00
Ryan Houdek
454919bfbf Merge pull request #358 from SeannyM/Android-strings
Add japanese strings
2014-05-11 00:32:23 -05:00
Shawn Hoffman
17577affba D3D: Don't pass D3D10_SHADER_WARNINGS_ARE_ERRORS to the compiler in debug builds.
For quite a while this has been causing integer division to generate a warning as error, blocking shader compiling. This means probably no one has even been running D3D in debug builds...
I tried disabling the warning with a #pragma, but it doesn't seem to apply when this flag is used.
2014-05-10 22:12:54 -07:00
Sean Maas
1da3a43698 Add japanese strings 2014-05-11 00:35:59 -04:00
Ryan Houdek
15ce648b0d Merge pull request #341 from lioncash/pragma
Move the header guard before the includes in VideoCommon's Statistics.h
2014-05-10 23:21:53 -05:00
Ryan Houdek
878740b43d Merge pull request #349 from Sonicadvance1/Android-Default-Config
[Android] Change default EFB copy method from disabled to texture.
2014-05-10 23:19:43 -05:00
Ryan Houdek
fcc7b6e56d Merge pull request #346 from Sonicadvance1/Android-PewPewShaders
Adds support for the PP shaders in the Android UI.
2014-05-10 22:51:28 -05:00
Ryan Houdek
cf71047c03 Merge pull request #348 from Sonicadvance1/PPShader-GLES3
Fixes our post processing shaders so they work under OpenGL ES 3.0
2014-05-10 22:48:54 -05:00
shuffle2
2983ae2823 Merge pull request #357 from shuffle2/master
Revert "x64FPURoundMode: always set x87 precision"
2014-05-10 20:26:56 -07:00
Ryan Houdek
004af614cf Merge pull request #335 from Tilka/twx
Jit64: implement tw/twi more accurately
2014-05-10 22:26:02 -05:00
Shawn Hoffman
700c135386 Revert "x64FPURoundMode: always set x87 precision"
This reverts commit 9de77b7c23.
Setting x87 precision control is only supported on x86 platforms (not ARM or x64).
2014-05-10 20:21:07 -07:00
shuffle2
adbb4c4a0c Merge pull request #352 from shuffle2/master
[windows] Fix debug build memory leaks.
2014-05-10 20:18:03 -07:00
magumagu
369c0c4ce2 Opcode decoding: 0xC0 isn't a valid command.
Fix our opcode decoders to handle this appropriately.
2014-05-08 15:49:19 -07:00
Shawn Hoffman
fa65eeb492 Apparently the debug build has not been freeing memory since 2008. Undo that. 2014-05-08 00:58:55 -07:00
Tillmann Karras
452cdefaa3 Use std::make_unique where it makes sense to
(and improve some other unique_ptr initializations).

Adapted from delroth's pull request.
2014-05-06 12:35:50 +02:00
Tillmann Karras
81d4d7368a Add a std::make_unique implementation
Some compilers we care about (mostly g++) do not support std::make_unique yet,
but we still want to use it in our codebase to make unique_ptr code more
readable. This commit introduces an implementation derivated from the libc++
code in the Dolphin codebase so we can use it right now everywhere.

Adapted from delroth's pull request.
2014-05-06 12:32:03 +02:00
Tony Wasserka
b4e1ac5f08 Merge pull request #185 from degasus/shader-cleanup
Shader cleanup
2014-05-06 11:37:11 +02:00
Ryan Houdek
aa30f5a6cb Change Android's default EFB configuration to texture instead of disabled. 2014-05-05 17:13:04 -05:00
Ryan Houdek
0bfec024e9 Merge pull request #330 from LPFaint99/GCMemcard_addsave_fix
GCMemcard: fix edge case of adding to a fragmented memcard.
2014-05-05 16:31:33 -05:00
Ryan Houdek
34bc14e75d Fixes our post processing shaders so they work under OpenGL ES 3.0
Most of our shaders relied on implicit int->float conversions.
This fixes the assumption that this is allowed
2014-05-05 15:59:49 -05:00
Tony Wasserka
edbf90f9d2 Merge pull request #336 from magumagu/xfb-vertical-scale
XFB width/height handling fixes
2014-05-05 22:05:21 +02:00
Ryan Houdek
33bdc0f985 Adds support for the PP shaders in the Android UI.
Copies over the PP shaders to the APK's assets and installs them on run.
Exposes them via the video settings UI.

This is in anticipation of dropping the workaround for rotated blits on Adreno and instead forcing shader usage by the user.
2014-05-05 13:44:08 -05:00
Tony Wasserka
093ee090b8 Merge pull request #339 from magumagu/opengl-unused-parameter
OpenGL: delete unused function parameter in TextureConverter.
2014-05-05 20:05:08 +02:00
magumagu
c01ac18d4d VideoInterface: clean up naming and bitfields.
Matching the hardware more closely will hopefully make this code easier to
read.
2014-05-05 11:01:15 -07:00
magumagu
716b3fefd4 VideoCommon: recreate XFB texture when the XFB size changes.
We need to do this to correctly deal with games which dynamically change the
XFB width and height.
2014-05-05 11:01:14 -07:00
magumagu
2db2f3dce9 VideoInterface: accurate XFB width and height.
What we call "fbWidth" here is really the stride, but I'll fix that in a
followup.
2014-05-05 11:01:14 -07:00
magumagu
bca0b7b543 OpenGL: delete unused function parameter in TextureConverter.
(While I'm here, also mark some functions static.)
2014-05-05 10:56:36 -07:00
Ryan Houdek
2f92b82b29 Merge pull request #345 from Sonicadvance1/Qualcomm-textureSize
Enables usage of GLSL textureSize on Qualcomm v66.
2014-05-05 11:41:40 -05:00
Tony Wasserka
4310608034 Merge pull request #344 from magumagu/tev-indirect
VideoCommon: fix indirect texture coordinate computation in TEV.
2014-05-05 17:20:54 +02:00
degasus
813e30ec2a ShaderGen: make uv readonly 2014-05-05 17:06:38 +02:00
degasus
6109958e68 ShaderGen: OGL: don't make a copy of "Normal" 2014-05-05 17:06:37 +02:00
degasus
0e0da8c8fd ShaderGen: make clipPos readonly 2014-05-05 17:06:37 +02:00
degasus
c80717ac2e PixelShaderGen: extract iround 2014-05-05 17:06:37 +02:00
degasus
2bc2b73e03 PixelShaderGen: drop fmod as it isn't used any more 2014-05-05 17:06:37 +02:00
degasus
c82991df5b ShaderGen: inline constant shaders 2014-05-05 17:06:37 +02:00
degasus
b0878c54b2 ShaderGen: use cbuffers for D3D 2014-05-05 17:06:37 +02:00
degasus
fe9fcfdd07 ShaderGen: merge early-z blocks of ogl+d3d 2014-05-05 17:06:37 +02:00
degasus
3e14bf511f ShaderGen/D3D: inline centroid 2014-05-05 17:06:36 +02:00
degasus
25b8edd2a6 ogl: fix signed vs unsigned comparison warning 2014-05-05 17:06:36 +02:00
Ryan Houdek
8bb8446e34 Enables usage of GLSL textureSize on Qualcomm v66.
Qualcomm's v66 drivers have a working textureSize() function now.
Enable usage of it.
2014-05-05 08:50:13 -05:00
magumagu
2e464800bc VideoCommon: correctly compute whether an indirect texture stage is active.
This is consistent with the implementation in PixelShaderGen.
2014-05-04 22:44:10 -07:00
magumagu
52c42a2946 VideoCommon: fix indirect texture coordinate computation in TEV.
Even if an indirect texture stage doesn't actually sample a texture, we
still need to emit the relevant math.

Fixes Issue 7092.
2014-05-04 22:12:57 -07:00