Commit Graph

1534 Commits

Author SHA1 Message Date
7acee71c0c Move swapModeTable to a local variable, avoids shader uid generation writing to it 2013-09-04 23:23:29 +02:00
175707739e Move LightingUidData to the LightingShaderGen header 2013-09-04 23:23:29 +02:00
2897619ddb Removal of my terrible idea. 2013-09-02 05:31:48 -05:00
831963616f [Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really. 2013-09-02 01:40:05 -05:00
35b8dfbe0c A few more warnings. 2013-09-01 23:33:35 -04:00
15df7b3445 ogl driverdetails: add flag to disable hacked and pinned memory
pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
1cbc8f8182 sync gpu: check disable flag before volatile
This could be an optimizing as this condition could be moved out of the loop.
So we save an atomic load.
But I don't know if it matters at all
2013-08-24 18:43:07 +02:00
dbcc677922 Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix' 2013-08-23 22:43:03 -03:00
40243a4fe7 Indentation Fix 2013-08-23 22:28:17 -03:00
9303b57db1 Refactor VideoCommon/OnScreenDisplay.
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
367d6dfd65 Add an OSD message when taking screenshots in D3D9/D3D11
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
7a5374258e ogl: rework DriverDetails framework + detect UBO mesa bug 2013-08-23 10:52:29 +02:00
1eb1ba8c3d Typo + Add Lima to the driverdetails. 2013-08-21 05:41:32 -05:00
1910f5851f Make us capable of supporting driver specific issues(OSS versus official) 2013-08-21 05:34:52 -05:00
a3a4f21284 Remove some spurious endlines at the end of log messages 2013-08-21 00:19:50 +02:00
814c1c9572 pixelShaderGen: also execute alpha test for always fail with late z test
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
d6fe9c639b Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
7934df3879 Remove a redundant check in the fifo. 2013-08-17 01:27:08 +00:00
979718484f Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-15 00:21:28 -03:00
7622d5b354 Only call SetGenerationMode from BPWritten if the cull mode changed.
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
26f58e1ba5 Add an option to enable performance queries in gameini files, disable it by default 2013-08-14 23:16:46 +02:00
ffdd79df36 Move VideoBackendBase from Common to VideoCommon 2013-08-14 23:16:46 +02:00
0cd94b5bc7 VertexShaderGen: Cleanup. 2013-08-14 11:47:23 +00:00
9e0fc8b42d Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-12 21:32:25 -03:00
c05aa0141d ShaderGen: Optimize out most function calls for uid generation. 2013-08-12 18:30:42 +02:00
fe2ca814c5 LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems. 2013-08-12 18:30:42 +02:00
22d9736787 ShaderGen: Static inline everything. 2013-08-12 18:30:42 +02:00
69a5a79c03 PixelShaderGen: Optimize shader uid data order. 2013-08-12 18:30:42 +02:00
7a1940020d VertexShaderGen: Optimize shader uid data order. 2013-08-12 18:30:41 +02:00
5948665cd6 Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-12 10:30:19 -03:00
4c22e1264e PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
f4000b6b42 Add the ability to force Dual Source Blending in the configuration file.
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
eed36cbf78 D3D11: Implement zcomploc for hardware supporting D3D 11.0. 2013-08-09 22:20:35 +02:00
a6fd2c8227 fix lightning for inconsitent config
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
a33b1fcdc6 Make hotkeys for togglign IR, AR, efb copies and fog settings configurable. 2013-07-30 05:49:02 -04:00
4987f89ecc simplify my last commit 2013-07-29 23:26:18 +02:00
d029fc2f9f remove printf in shader uid generation 2013-07-29 20:52:24 +02:00
4aba0135e1 [Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type. 2013-07-26 21:49:48 -05:00
b6e9a75bdf Good Job Windows. Fixes compiling... 2013-07-27 00:53:53 +00:00
f786f0f0c6 Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class. 2013-07-27 00:41:38 +00:00
e0a5f7842e Fix Mali-T604 shader compilation 2013-07-25 16:13:33 +00:00
672871b3be Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times. 2013-07-25 05:44:20 +00:00
0ba6d12e9d fix a small uid awsome bug 2013-07-23 02:13:40 +02:00
15b8ac64ef Implement zcomploc on OpenGL4.2+ 2013-07-22 12:02:16 +02:00
3c7f223aa1 Add "Q" / "E" as freelook keybindings
To move the view up and down.
2013-07-22 00:14:42 -04:00
52482115e1 Move in-game keybinding handling to a central location
Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
4981b7cdd3 VertexShaderManager: Make ProjectionHack private
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
82f7b20b91 There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders. 2013-07-21 12:00:20 +00:00
83a79c28ca Continuation of the previous commit. I missed a integer. 2013-07-21 11:27:26 +00:00
6194234a54 Fix a issue in the texture conversion shaders that was multiplying an integer with a float. 2013-07-21 11:17:21 +00:00