836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
f090a94319
Remove non-integer IRs
2017-08-08 12:09:50 +02:00
fe65b26d53
Merge pull request #5834 from stenzek/bc7
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Support loading BC7 (BPTC) textures from DDS files
2017-08-01 12:39:19 +10:00
63305e9173
HiresTextures: Support loading BC7 (BPTC) from DDS files
2017-08-01 11:59:38 +10:00
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
901bf9c257
VideoConfig: Add config options for ubershaders
2017-07-30 17:43:59 +10:00
7d78cf0f6f
ShaderGen: Implement pixel ubershaders
2017-07-30 17:43:59 +10:00
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
82c27182a8
ShaderGen: Remove host state from shader uids
2017-07-20 17:46:59 +10:00
179602e921
D3D: Add quad-buffer stereoscopy support.
2017-07-05 22:43:39 +02:00
f8a99ca192
VertexShaderManager: Rename projection hack variables
2017-06-15 16:38:10 +01:00
a0b41c83e7
VideoConfig: Remove bRunning
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Value was set but not used.
2017-06-11 15:06:12 +01:00
5480efdff2
video: change multisample/AA setting to u32
2017-06-07 20:20:25 -07:00
f5f45855f0
GameConfigLoader: Add GFX Game INI translations
2017-06-03 18:13:02 +01:00
bc8a96d713
HiresTextures: Support parsing DDS files directly
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This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
2017-04-29 00:14:23 +10:00
27ae5b8d34
VideoConfigDiag: Move post-processing shader list to post processor
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The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
2017-04-25 14:27:05 +10:00
a9d08a31a6
Add configurable toggle that rounds vertices to the nearest pixel when
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w=1. This fixes some games at higher IRs.
2017-04-04 09:52:18 -05:00
82fd984f3e
VideoBackends: Add configuration field for GPU texture decoding
2017-04-01 12:32:05 +10:00
b987f220e1
VideoBackends: Add support flag for compute shaders
2017-04-01 12:31:41 +10:00
134317e07f
videoconfig: add BBoxPreferStencilImplementation
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@JMC47 requested this to be able to do performance comparisons.
2017-03-15 17:41:33 -07:00
de940a5fd6
VideoConfig: add bSupportsFragmentStoresAndAtomics
2017-03-15 17:20:47 -07:00
0a2b58c896
OGL: Remove support for NV_depth_buffer_float.
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We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
e99cd57eb3
Merge pull request #4935 from Armada651/depth-range-fix
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VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
2cd240af0d
VideoBackends: Move max texture size to VideoConfig
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This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
f82e3de763
Dump to arbitrary URLs.
2017-02-27 23:45:34 -08:00
21e66e60e3
Configable dump codec.
2017-02-27 23:45:12 -08:00
86a8382376
Arbitrary dump formats.
2017-02-27 23:44:29 -08:00
ed6a46a193
Merge pull request #4958 from RisingFog/avidump_bitrate
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Add configurable video dump bitrate to INI
2017-02-27 10:15:19 -08:00
bfb17d5a9e
Add configurable video dump bitrate to INI
2017-02-25 23:58:21 -05:00
94522d4cf3
OGL: Add support for glDepthRangedNV to handle oversized depth ranges.
2017-02-24 14:54:16 +01:00
21967b1f6e
VideoBackends: Add a developer option to disable the shader cache.
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Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
a0a62c0f46
VideoConfig: Add option for full-resolution frame dumping
2016-11-28 20:14:59 +10:00
6d0b9b816f
VideoCommon: Support dumping frames to images
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This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
2016-11-23 12:07:49 +10:00
0a194f8a3e
VideoConfig: Remove fullscreen flags.
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These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
2016-11-11 20:36:09 +01:00
365e88e311
VideoConfig: Add an option to force RGB8 EFB format.
2016-10-10 14:31:53 +02:00
77a128ab87
Implement experimental Vulkan backend
2016-10-01 02:40:01 +10:00
5346078791
VideoCommon: Add config fields for multithreading and validation layers
2016-10-01 01:09:12 +10:00
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
8c1c7fc2da
Cosmetics.
2016-08-15 13:11:30 +02:00
a141e91dd2
OGL: Check for GL_DEPTH_CLAMP support.
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It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
e281273cd7
Merge pull request #4047 from lioncash/enum-fwd
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VideoCommon: Make API_TYPE an enum class
2016-07-31 10:38:42 +02:00
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
6a0fc4c438
Improve netplay setup dialog UX
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* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
2f134c5c36
Remove the rest of ShaderDebugging.
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
d197f489b9
analytics: Report OpenGL's adapter name too.
2016-06-20 23:54:44 +12:00
6d1628eda4
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
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This reverts commit e2a1a085b6
, reversing
changes made to 2aea549eef
.
2016-02-29 00:55:51 +01:00