b0770e2a0c
VideoBackends: Floor depth values in depth copy shaders.
2015-05-08 14:29:30 +02:00
be810eb750
OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
2015-05-08 14:29:30 +02:00
4b2e04b862
OGL: Change the depth buffer type to GL_FLOAT.
2015-05-08 14:29:29 +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
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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
e0cfd934d2
Merge pull request #2364 from kayru/d3d_texture_bsf
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D3D: StateManager::Apply no longer iterates through every texture and sampler slot
2015-05-03 21:39:33 +02:00
df5750edfd
D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit
2015-05-03 21:14:29 +02:00
54f4443971
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:23:33 +02:00
2b664f5d89
D3D: StateManager::Apply no longer iterates through every texture and sampler slot
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Now using bit scan through dirty slot masks.
2015-04-29 20:08:00 +02:00
9eb608c9da
Merge pull request #2301 from lioncash/const
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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
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This hasn't been necessary for ages
2015-04-14 22:27:03 -04:00
b020ae1c5d
Fifo: rewrite sync on idle skipping hack
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Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
39c41f5c70
Merge pull request #2192 from Tilka/sse2
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VertexLoaderX64: support SSE2 as a fallback
2015-03-21 12:58:24 +11:00
94e435afbc
Merge pull request #2201 from magumagu/ogl-clamp-origin
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OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-21 12:45:46 +11:00
5a51bc10e5
SWVertexLoader: fix truncated components
2015-03-18 12:09:06 +01:00
629fb8fb49
Merge pull request #2222 from Tilka/fix_warnings
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Fix warnings
2015-03-16 17:41:46 -07:00
f82afd1b2f
Fix warnings
2015-03-16 19:02:30 +01:00
ad64336137
quiet some warnings which appear on vs2015.
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quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
269be03908
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-12 13:24:52 -07:00
f3f2ed1536
GLX: fix memory leak
2015-03-08 17:42:37 +01:00
b0f61201c3
Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
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Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
3c5e99c777
Fix OpenGL ES 3.1 on non-Nvidia devices.
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We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
70977fd6b1
Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
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Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
cc5a2f3411
Merge pull request #2164 from Armada651/cache-fix
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ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
728081dad2
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:03:49 +01:00
35373c5185
TextureCache: load all mipmap levels from custom textures
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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
7408de7e79
Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
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Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
93b16a4a2d
Formatting/Whitespace Cleanup
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Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
f06b1106db
Merge pull request #2089 from degasus/remove_disable_efb_copy
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Remove disable efb copy
2015-02-24 23:31:05 +01:00
967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
ac7102918d
OGL: support palette texture decoding
2015-02-24 22:51:55 +01:00
f298f00e1b
Clean up the intrinsics #ifdef mess
2015-02-24 01:02:36 +01:00
e9ac4d53a6
Implement full occlusion queries for the Nexus 9.
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GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
a5b4ac6faa
[GLExtensions] Add support for NV_occlusion_query_samples.
2015-02-21 17:24:32 -06:00
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
c0a4760f0e
Decode EFB copies used as paletted textures.
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A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
15e41c67f8
Change RunVertices' function arguments.
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This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
c43da7e00b
D3D: replace memset, fix warning
2015-02-12 14:45:05 +01:00
442b7ba99c
D3D: Add debug object name for efb encoder pixel shader
2015-02-12 14:34:36 +01:00
b5ffba3291
D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName
2015-02-12 14:34:35 +01:00
3d3a68a2f0
D3D: Add break on error in debug build
2015-02-12 14:34:34 +01:00
0f96a0104e
Merge pull request #1752 from Buddybenj/clean-up
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Clean Up
2015-02-10 11:39:14 -08:00
2434b531f3
D3D: Fixed crash rendering EFB textures with MSAA
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
c18c50a0e1
Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
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D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
081137bd4f
VideoBackends: set GLInterface to zero after deleting it
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This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00