Commit Graph

1543 Commits

Author SHA1 Message Date
4a7b96c93a FramebufferManager: Fix EFB layers being attached to the wrong FBO.
Fixes typo in commit 56fe938366.
2017-06-27 23:42:42 +02:00
07cddf6f7f AbstractTexture: Add missing includes (and remove unnecessary ones) 2017-06-18 23:29:22 -04:00
e63c337830 Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
2017-06-18 12:57:05 -07:00
bc9c9b9fe4 Merge pull request #5594 from MerryMage/phack
Cleanup Projection Hack
2017-06-16 18:36:39 +02:00
0b504fa046 d3d: Add missing include 2017-06-16 05:52:01 +02:00
8f460a1cda Merge pull request #5611 from JosJuice/reorganize-file-namespace
Reorganize File namespace
2017-06-15 23:28:36 +02:00
cf94ce6305 Add a namespace to OpenFStream
For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
f09ceaa735 Move IOFile to a separate file
Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
f8a99ca192 VertexShaderManager: Rename projection hack variables 2017-06-15 16:38:10 +01:00
e4896d39bd Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat 2017-06-13 00:41:56 -05:00
2cdc93f4ab Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture' 2017-06-13 00:41:51 -05:00
8a56ef42dc Vulkan: Fix image layout assertion failing for palette textures 2017-06-13 14:47:09 +10:00
2b86cf02a8 Merge pull request #5589 from stenzek/vulkan-validation-fixes
Vulkan: Don't transition image layouts inside render passes
2017-06-11 16:59:02 -07:00
a0b41c83e7 VideoConfig: Remove bRunning
Value was set but not used.
2017-06-11 15:06:12 +01:00
ca55ba6c1d Vulkan: Transition texture cache entries before usage 2017-06-10 23:52:39 +10:00
8bb6abacf8 Vulkan: Transition EFB/XFB buffers before beginning swap render pass
Image layouts shouldn't be changed within a render pass.
2017-06-10 23:52:32 +10:00
5480efdff2 video: change multisample/AA setting to u32 2017-06-07 20:20:25 -07:00
ab4a785f1b d3d: silence variable shadowing warning 2017-06-07 20:09:43 -07:00
e1a3e41bf3 fix various instances of -1 being assigned to unsigned types 2017-06-07 19:52:07 -07:00
c8166951a0 Merge pull request #5418 from MerryMage/config-again-and-again
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
7431dd3dce msbuild: make Externals inclusion methods uniform 2017-06-03 18:20:41 -07:00
a3caa14ade remove duplicate code in msbuild files 2017-06-03 18:20:40 -07:00
397720a9fe might as well update yet some more pointless version numbers.. 2017-06-03 18:20:40 -07:00
f5f45855f0 GameConfigLoader: Add GFX Game INI translations 2017-06-03 18:13:02 +01:00
1b685bcde9 Fix for loop in D3D Renderer ApplyState function 2017-05-29 23:32:32 -05:00
c76335eaf1 Merge pull request #5484 from BhaaLseN/permissive
Windows: Enable MSVC Standards Conformance (/permissive-)
2017-05-29 22:29:44 +02:00
d6b6b070bc D3D/Render: Get rid of undefined behavior in Create3DVisionTexture
pSysMem is of the type const void* -- because of this, it makes the
original delete[] call undefined behavior, as deleting a void pointer is
undefined behavior.

Also punning types into existence, like what was done for the stereo
image header is undefined behavior as well. The proper way to do this is
to either manually add all individual bytes manually, or memcpy the
struct into memory.

As we want to deallocate the memory before returning, and because
pSysMem is a const void*, we keep a unique_ptr to the data and just pass
pSysMem a raw pointer to the data.
2017-05-28 23:28:00 -04:00
278e406f0b D3D/Render: Use std::array where applicable 2017-05-28 23:28:00 -04:00
0c3958bbe5 D3D/Render: Join variable with declaration 2017-05-28 23:27:59 -04:00
3ee447e5f7 D3D/Render: Get rid of unnecessary casts 2017-05-28 23:27:59 -04:00
ba5b215c42 D3D/Render: Mark translation unit local variables as static 2017-05-28 23:27:59 -04:00
072c161445 upgrade to Windows SDK 10.0.15063.0
this is required for /permissive- to work, because some headers in the
Windows SDK use Microsoft extensions that are not allowed in standards mode
2017-05-28 13:37:31 +02:00
e041602416 CMake: remove references to D3D12
It's gone!
2017-05-26 01:16:04 -07:00
d592bdd4d4 Migrate to Visual Studio 2017.
Auto-generated by the IDE, I'll trust it knows what it's doing.
2017-05-25 15:58:59 -07:00
a465c483f3 Remove D3D12 2017-05-18 17:01:12 -07:00
94be591606 VS2017 build fix after upgrading project 2017-05-13 20:34:27 +01:00
afb0beb9ab OpenGL: Mute nvidia performance warning about stalling the GPU.
They are right, our perf query implementation is terrible.
But raising a warning makes it just even slower.
2017-05-03 23:48:14 +02:00
cc851c41c1 TextureCache: Move host texture utility functions to VideoCommon
The appropriate place for these would be AbstractTexture, once it is
finished.
2017-04-29 13:46:43 +10:00
c53a60f3c3 Vulkan: Support native compressed textures 2017-04-29 13:46:42 +10:00
3f18c5e0f1 D3D12: Support native compressed textures 2017-04-29 13:46:42 +10:00
2d75c2ab10 D3D11: Support native compressed textures 2017-04-29 13:46:42 +10:00
f5d95dcc86 OGL: Use native compressed textures on supported drivers 2017-04-29 00:44:34 +10:00
f4b848949c TextureCache: Support compressed textures and pass pitch/size to upload
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
bc8a96d713 HiresTextures: Support parsing DDS files directly
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
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
417a4ca206 Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
a10e8b1ef5 VideoCommon: Move the blit methods to the backend class
The parameter types will be different for each backend currently,
anyway (e.g. textures/render passes/etc).
2017-04-25 14:25:41 +10:00
d1dc9d5a0c Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
16a947a88b Merge pull request #5270 from stenzek/vulkan-aa
Vulkan: MSAA and frame dumping fixes
2017-04-18 21:58:14 +10:00
fd896bd9e0 OGL: Drop BlendingState.dither
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00