6fe7d530ed
PixelShaderCache: Fix MSAA shaders.
...
Various typos were introduced due to lack of testing.
2014-12-14 13:28:48 +01:00
b2e73400be
Cosmetics
2014-12-14 13:28:48 +01:00
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
3355d8086d
D3DUtil: Use a geometry shader to clear all slices.
2014-12-14 13:28:46 +01:00
799697ad80
PSTextureEncoder: Add texture array support.
...
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-14 13:28:46 +01:00
ced733ccdf
PixelShaderCache: Add texture array support to static shaders.
2014-12-14 13:28:46 +01:00
d58e389f67
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
2014-12-14 13:28:45 +01:00
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
4f6ce0f236
D3D: Add geometry shader instancing support.
2014-12-14 13:28:44 +01:00
ca766747a8
D3DTexture: Bind textures as texture arrays.
2014-12-14 13:28:43 +01:00
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
9d9bd5341d
D3D: Restore viewport after stereo blitting.
2014-12-14 13:28:43 +01:00
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
e53705784b
D3D: Add SBS/TAB output support.
2014-12-14 13:28:42 +01:00
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
...
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
...
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
...
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
cf7512683c
spaces cleanup
2014-12-07 20:28:27 -03:00
e90604c5ed
D3D: Fixed debug validation error
...
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
80459c52e9
D3D: StateManager m_current and m_pending are now value-initialized
2014-12-07 18:45:49 +01:00
0e18e9e80d
D3D: Removed cull mode changes for lines and points
...
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
6e9226650d
D3D: Implemented context state caching
...
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
c2de38c115
use SAFE_RELEASE to make code cleaner
2014-12-06 10:46:15 -03:00
817d025328
small spacing fixes
2014-12-05 23:54:34 -03:00
c7bb8fba9e
Added support test for bbox and some naming corrections
2014-12-05 18:51:23 -03:00
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
7bc78827ed
Merge pull request #1574 from degasus/profiler
...
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
94d9d138d9
Common: Add a built-in profiler
2014-12-03 00:50:41 +01:00
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
1fe3d07cbd
D3D: Removed somewhat mysterious comment
...
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
...
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
...
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
6da394a4d0
More formatting and consistency fixes
2014-11-24 17:16:59 -05:00
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +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
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
b25e1a2eb4
Various formatting and consistency fixes
2014-11-13 22:42:18 -05:00
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
0c5a572f8d
D3D: Use two buffers for VertexManager
2014-10-26 23:38:15 +01:00
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
72ba13ca8a
D3D: Enabled depth clipping
2014-10-21 06:26:20 +02:00
81efd0e87f
Merge pull request #1315 from RisingFog/movie-menu-input-display
...
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00