ec7114a658
OGL: Remove unnecessary renderer global references
2016-08-31 14:19:56 -04:00
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
da0204a85c
Fix a really stupid GLSL version parsing bug
2016-08-19 08:53:27 -04:00
e86d7cbc99
OGL: Workaround gl_ClipDistance bug on Mesa i965.
2016-08-18 01:08:39 +02:00
7078216b61
Improve documentation.
2016-08-16 21:09:58 +02:00
8c1c7fc2da
Cosmetics.
2016-08-15 13:11:30 +02:00
afa251af42
DriverDetails: Add bug for broken gl_ClipDistance on i965.
2016-08-15 13:11:28 +02:00
94927f360f
VideoCommon: Add a user-defined far clipping plane.
2016-08-15 13:11:28 +02:00
6e2052fae6
OGL: Disable clip distance on when not in a game-like state.
2016-08-15 13:11:27 +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
4582853af4
VertexShaderGen: Use reversed depth range.
2016-08-15 13:11:26 +02:00
e9e81ece65
VideoBackends: Enable depth clamping.
2016-08-15 13:11:25 +02:00
b1ed7e80fb
VertexShaderGen: Clip z using user-defined clipping planes.
2016-08-15 13:11:25 +02:00
c223bd47b9
VideoCommon: Implement depth range equation in vertex shader.
2016-08-15 13:11:23 +02:00
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
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
0e5852f634
[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE
2016-05-30 10:06:19 -05:00
6219c39cf5
OGL: Drop QC ES3.1 workaround.
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This was never tested well:
HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
066b6b0bcb
OpenGL: Cache query to max texture size.
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This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
e1f21602fd
Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
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Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
5ebd1e215b
Fifo: Make g_bSkipCurrentFrame a TU-local variable
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This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
3dda36bc5b
Blacklist Sandy Bridge on mesa from using geometry shaders.
2016-01-20 12:13:21 -06:00
5f244abf28
Fifo: Create a "Fifo" namespace.
2016-01-12 23:28:26 +01:00
5a549ef663
[Android] Add support for rotation and minimizing the application
2016-01-10 13:00:32 -06:00
e7fbd1fd50
Merge pull request #3439 from Armada651/depth-range
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Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
b4eb5d8e3f
Disable geometry shaders on mesa AMD/ATI drivers.
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Causes misrenderings in games that uses them.
2016-01-09 15:09:37 -06:00
3f15aa4b57
Add support for framedumping to OpenGL ES.
2016-01-09 00:21:20 -06:00
bf1c53a6e8
Merge pull request #3451 from RisingFog/libav
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Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-09 01:01:05 +01:00
c34fb3edf0
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07 18:37:58 -05:00
0a42a0ab1b
Merge pull request #3428 from Sonicadvance1/proper_glextensions
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Make GLExtensions no longer require slghtly modified GL headers
2016-01-06 15:24:47 -05:00
ca7160f714
Merge pull request #3434 from lioncash/enum
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OnScreenDisplay: Make CallbackType an enum class
2016-01-04 13:47:22 +01:00
1bcfae5fd7
OGL: Correct unique_ptr types
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By default unique_ptr will call delete on the given type if an array
qualifier isn't present, not delete[]. It's important to explicitly
specify an array is being handled.
2016-01-03 16:00:16 -05:00
8c3108b354
Render: Clamp the z range to the full range.
2016-01-03 15:39:34 +01:00
01f99a04a2
VideoBackend: Get rid of a boolean global
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Also gets rid of global headers
2016-01-02 18:03:28 -05:00
edda018d54
OnScreenDisplay: Make CallbackType an enum class
2016-01-02 14:57:55 -05:00
37525f3fcf
Make GLExtensions no longer require slghtly modified GL headers.
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In fact, removes the need for external headers at all.
2016-01-02 10:34:13 -06:00
b4e9bbb551
Merge pull request #3336 from Sonicadvance1/improve_glextensions
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[GLExtensions] Improve the extension loader.
2016-01-01 13:01:51 -05:00
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
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D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
12ef4c8ae0
OGL: Fix for black framebuffer when resolution/msaa mode changes
2015-12-23 23:29:32 +10:00
da0e647346
Render: Get rid of explicit new and delete
2015-12-22 19:10:05 -05:00
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
a61fc372bb
VideoCommon: Change PokeEFB to take a pointer rather than a vector
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This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
e26d9f7c35
MSAA: Store samples in ini files.
2015-12-15 09:41:01 +01:00
78dda1cf79
[OGL] Update extension checks in Render.
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This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES.
This no longer happens so it needed to be changed.
2015-12-13 11:39:45 -06:00
ed5e3c054e
Enable Anisotropic filtering in ES.
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This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
2015-11-19 02:00:43 -06:00
51c984dde3
Remove the "Show EFB Copy Regions" debug option.
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It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.
And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.
Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
2015-11-05 18:15:46 +13:00
e7b2a22225
Support Conservative Depth as a fallback for EarlyZ
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Allows Mesa based drivers to support ZCompLoc
2015-10-18 01:46:54 +13:00
d6ff75d71d
OGL: Remove unnecesary FPSCounter include from Render.cpp
2015-09-29 10:01:38 -04:00