739ede2242
Fix code to comply with coding style
2015-07-31 20:00:36 -04:00
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
7ee0e75633
Remove unnecessary virtual keywords
2015-07-30 10:33:08 -04:00
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
efd250494d
Video: stride in bytes rather than pixels
2015-07-25 02:48:56 +08:00
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
daa205990f
Use emplace() instead of insert() where applicable for maps.
2015-06-28 19:52:40 -04:00
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
dbfdbf7dbd
D3D: Cosmetics.
...
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
8493feb89f
Merge pull request #2602 from mimimi085181/partial-texture-updates2
...
Support partial texture updates via efb copies
2015-06-24 09:22:50 +02:00
21a70903ed
Merge branch 'stable'
2015-06-23 20:16:55 +02:00
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
45aeeee699
Fix aniso filtering on d3d to not set aniso filter when using 1x
2015-06-19 20:55:32 +12:00
4042945ee5
Merge branch 'stable'
2015-06-13 01:12:12 +02:00
c375111076
Options: merge SCoreStartupParameter into SConfig
2015-06-12 19:07:45 +02:00
5cce640f48
Anisotropic Filtering option is now correct in D3D
...
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
75fef8e26f
D3D: Implement Z pokes.
2015-06-07 15:33:30 +02:00
cfc23560d9
D3D: Set the viewport to the full target size when doing EFB pokes.
2015-06-07 13:32:00 +02:00
ef1dfa8bcb
VideoBackends: Allow the viewport to use the full depth range.
2015-06-06 03:37:46 +02:00
95a2abc1ce
Use PanicAlertT instead of PanicAlert when appropriate
...
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
ca7801da44
D3D: Invert initial depth buffer clear.
2015-05-26 15:31:36 +02:00
2975e53091
D3D: Depth range inversion.
...
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
268f52e054
Add missing license headers
2015-05-25 13:11:47 +02:00
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
695a72c24c
Merge pull request #2414 from Armada651/depth-clamp
...
VideoBackends: Clamp depth to uint24 range.
2015-05-19 14:44:34 +02:00
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
f7151a2a5c
Revert "D3D: Use a 32-bit floating point depth buffer."
...
This reverts commit a224c604a3
.
2015-05-16 22:16:31 +02:00
a224c604a3
D3D: Use a 32-bit floating point depth buffer.
2015-05-08 14:32:22 +02:00
84a5f4abb0
VideoBackends: Use the new divisor when clearing the depth buffer.
2015-05-08 14:32:22 +02:00
1a409a2e16
VideoBackends: Clamp Z peek values.
2015-05-08 14:32:21 +02:00
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
b0770e2a0c
VideoBackends: Floor depth values in depth copy shaders.
2015-05-08 14:29:30 +02:00
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
268b8fd26f
Merge pull request #2026 from mrgreywater/d3d-debugbreak
...
D3D: More debug information and break on error
2015-05-07 19:29:21 -07:00
24594a7888
PixelShaderCache: Fix MSAA depth copy shader.
2015-05-06 12:43:35 +02:00
7a1252f7e5
VideoBackends: Implement depth copy shaders with integer math.
2015-05-05 00:40:25 +02:00
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
...
Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
9eb608c9da
Merge pull request #2301 from lioncash/const
...
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
63393570fb
PerfQueryBase: Move common implementation variables into base class
2015-04-15 19:22:16 -04:00
b0613bb1c8
General: Apply the const specifier where applicable
2015-04-15 02:04:03 -04:00
bdde6b2a7c
D3D: Remove dependency on wxWidgets
...
This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
ad64336137
quiet some warnings which appear on vs2015.
...
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
35373c5185
TextureCache: load all mipmap levels from custom textures
...
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00