JMC47
e8d9c124e5
Merge pull request #13953 from TryTwo/add_osd_tab
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Qt Settings: Transfer OSD settings to a new OSD pane.
2025-10-15 16:35:26 -04:00
Dentomologist
5b4df5ae98
VideoBackend: Rename GetName to GetConfigName
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Make the function name more explicit and a better match for
GetDisplayName.
Change NAME to CONFIG_NAME while I'm at it.
2025-10-13 17:38:20 -07:00
TryTwo
3b11280c20
Movie Window: Move customization options from Menu Bar to OSD pane, but add options to toggle the window and to open the OSD pane.
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Add new setting to show/hide the Movie Window.
2025-10-10 16:59:16 -07:00
fizzlepicklepop
3cb8f234a7
fixed the lint error
2025-10-07 23:57:53 -04:00
fizzlepicklepop
7ed61c50a1
Add toggles for Speedrun timer + Achievement badges visibility
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Added some new visibility toggles so players can choose what to show (or hide) during their RetroAchievements runs:
Toggle for the Speedrun Leaderboards timer
Toggle for Achievement Challenge badges
2025-10-07 22:45:04 -04:00
Joshua Vandaële
cdfb389509
Externals: Update glslang to 16.0.0 and allow using system glslang
2025-09-27 08:56:10 +02:00
JMC47
f96837a321
Merge pull request #13940 from iwubcode/glslang_update
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Externals / VideoCommon: update glslang to latest, turn into submodule
2025-09-26 17:13:54 -04:00
TryTwo
f8a8ddeddf
OSD / Imgui: Add font size spinbox to Interface Pane.
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Adjust some imgui windows to work better with different font sizes.
2025-09-25 16:34:04 -07:00
iwubcode
491e3390be
Externals / VideoCommon: update glslang to latest, turn into submodule
2025-09-23 23:45:38 -05:00
JMC47
d9404e0274
Merge pull request #13941 from jordan-woyak/opcode-concepts
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VideoCommon/OpcodeDecoding: Replace enable_if with concepts.
2025-09-16 14:55:16 -04:00
JMC47
a8a6cfebc7
Merge pull request #13895 from iwubcode/update_shader_asset
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VideoCommon: update shader asset to support additional features in custom pipelines
2025-09-16 14:49:33 -04:00
JMC47
8b0498f5f2
Merge pull request #13889 from iwubcode/texture_and_sampler_asset
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VideoCommon: add TextureAndSamplerAsset for use in custom materials
2025-09-16 14:48:24 -04:00
Jordan Woyak
071dedd492
VideoCommon/OpcodeDecoding: Replace enable_if with concepts.
2025-09-13 19:05:33 -05:00
iwubcode
440999d778
VideoCommon: update material asset to support render state properties, support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
2025-08-23 15:17:49 -05:00
iwubcode
14459bcc1b
VideoBackends / VideoCommon: rename member variables in RenderState to be consistent
2025-08-23 13:50:22 -05:00
Tillmann Karras
10d0bc66b3
VideoCommon: fix -Wmismatched-tags warning
2025-08-23 03:05:04 +01:00
JMC47
b9affd5bc8
Merge pull request #13869 from TryTwo/ImGui_Updates
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Externals: Update ImGui to 1.92.2 and ImPlot. Update code to use new features.
2025-08-22 21:24:27 -04:00
iwubcode
f0098eee13
VideoCommon: further remove 'CustomPipeline' details, so we can fully remove it in the very near future
2025-08-22 19:53:17 -05:00
iwubcode
6ec8e0ed8a
VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
2025-08-22 19:48:22 -05:00
iwubcode
4489ea0ec2
VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
2025-08-20 19:41:22 -05:00
Sintendo
aa085a76bc
VideoCommon: Remove unused EnumMaps from PixelShaderGen
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They appear to have been unused since #13432 .
2025-08-20 21:22:53 +02:00
Tilka
be6a6bce9f
Merge pull request #13873 from Dentomologist/dolphinanalytics_use_pascal_case_for_gamequirk_enum
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DolphinAnalytics: Use Pascal case for GameQuirk enum
2025-08-19 21:57:34 +01:00
TryTwo
affc22f17d
Update code to work with new version of ImGui.
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UpdateImGuiTexture now handles creating font textures and modifying them.
2025-08-18 05:38:14 -07:00
Tillmann Karras
37758fa290
OpcodeDecoder: provide default GetVertexSize() implementation
2025-08-18 01:41:14 +01:00
Dentomologist
3cc00c0676
DolphinAnalytics: Use Pascal case for GameQuirk enum
2025-08-14 13:54:23 -07:00
Admiral H. Curtiss
3fb80bec9b
Merge pull request #13780 from jordan-woyak/fix-text-filter-nearest
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VideoCommon: Fix "Force Nearest" texture filter setting.
2025-08-01 21:59:04 +02:00
Admiral H. Curtiss
03b709019d
Merge pull request #13749 from iwubcode/vertex_shadergen_expand_fix
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VideoCommon: fix regression in vertexshadergen for line/point expansion
2025-08-01 21:44:41 +02:00
Admiral H. Curtiss
06e05e0f90
Merge pull request #13794 from Sintendo/doouble-lookup
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Avoid map/set double lookups
2025-08-01 21:43:12 +02:00
Tilka
812c6c2ea4
Merge pull request #13830 from CrossVR/broken-depth-clamp-control
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DriverDetails: Disable depth_clamp_control on official AMD drivers
2025-07-31 01:06:00 +01:00
Tillmann Karras
cc71401e29
VideoCommon: drop unused XF enumerators
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We handle all six registers (scale/offset * xyz) via the viewport name.
Keeping around unused enumerators only for the z component is confusing.
2025-07-30 19:56:30 +01:00
CrossVR
0d87f835e2
VKPipeline: Don't include depth clamp control struct when not supported
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This should not be needed
2025-07-29 08:42:22 +09:00
CrossVR
59e9267e3d
DriverDetails: Disable depth_clamp_control on AMD official drivers
2025-07-29 08:42:22 +09:00
CrossVR
0ace5f5d3d
Vulkan: Add support for unrestricted depth range.
2025-07-21 14:07:26 +09:00
Dentomologist
72ea7a2128
VideoBackendBase: Remove redundant unique_ptr reset
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Remove redundant reset of g_presenter in ShutdownShared, which is
already reset earlier in the function.
2025-07-09 14:12:06 -07:00
Sintendo
f2392e4048
Avoid map/set double lookups
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Fix some common anti-patterns with these data structures.
- You can dereference the iterator returned by `find` to access the
underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
just do the operation and if needed check the return value to
determine if the insertion/deletion succeeded.
2025-07-08 06:53:42 +02:00
Jordan Woyak
60156f4f94
VideoCommon: Fix "Force Nearest" texture filter setting.
2025-06-28 15:52:27 -05:00
Tillmann Karras
59d2611a94
VideoCommon: remove unused struct fields
2025-06-24 19:38:45 +01:00
Dr. Dystopia
ca8f9b672b
Source: Remove redundant lambda parameter lists
2025-06-14 10:19:31 +02:00
iwubcode
6ab83bdd05
VideoCommon: fix regression where scenes with expanded lines or points would cause issues if doing per-vertex transformations in the vertex shader
2025-06-09 19:08:21 -05:00
Tilka
19fbbf0dba
Merge pull request #13727 from JoshuaVandaele/fmt-11.2.0-localtime-deprec
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fmt: Replace deprecated `fmt::localtime` usage with `Common::LocalTime`
2025-06-08 04:04:37 +01:00
Jordan Woyak
65f3ba70f5
Merge pull request #13522 from tygyh/Enforce-overriding-destructor-style-Core&UnitTests
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Core & UnitTests: Make overriding explicit and remove redundant virtual specifiers on overriding destructors
2025-06-07 17:55:14 -05:00
iwubcode
c3d3b81533
VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore
2025-06-06 23:03:02 -05:00
iwubcode
774a84a953
VideoCommon: avoid race conditions with asset load/unload by moving the lock to the entire function, favor atomics for the memory/time getters
2025-06-06 23:03:02 -05:00
iwubcode
b3f50c969e
VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded
2025-06-06 23:03:02 -05:00
iwubcode
3b83907b88
VideoCommon: update CustomAsset's load time to be before the load occurs (this prevents issues where the load time might be incorrectly inflated by long load operations)
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Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com >
2025-06-06 23:03:02 -05:00
iwubcode
d940d62cae
VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures)
2025-06-06 23:03:02 -05:00
iwubcode
7afa9e6c6f
VideoCommon: use CustomResourceManager in the texture cache and hook up to our hires textures
2025-06-06 23:03:02 -05:00
iwubcode
12d178a8df
VideoCommon: initialize and shutdown the CustomResourceManager when the video thread initializes and shuts down
2025-06-06 23:03:02 -05:00
iwubcode
70abcb2030
VideoCommon: add resource manager and new asset loader; the resource manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available
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Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com >
2025-06-06 23:03:02 -05:00
iwubcode
d8ea31ca46
VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData. Move validation and load logic to individual functions
2025-06-06 23:03:02 -05:00