2030a5e1b8
Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
2016-07-31 10:48:09 -04:00
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
e169d54f3c
D3D11: Fix CPU EFB color reads when MSAA is enabled
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Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.
Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
2016-05-19 22:51:00 +10:00
63e4e07683
D3D11: Simplify MSAA depth texture resolving
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This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-26 00:00:39 +10:00
129975233f
D3D: Use a 32-bit floating point depth buffer.
2016-01-11 22:27:40 +01:00
294bb75316
Merge pull request #3295 from stenzek/d3d-xfb-msaa
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D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
e26d9f7c35
MSAA: Store samples in ini files.
2015-12-15 09:41:01 +01:00
63264ac23f
D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering
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Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.
Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-12-08 20:29:21 +10:00
5e803c3db3
D3D: Fix EFB->XFB copies incorrectly scaling, match GL behavior
2015-11-28 20:04:36 +10:00
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
9d055ba5f2
Video: Trying to fix D3D/XFB disabled regression
2015-07-26 00:59:00 +08:00
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
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
f7151a2a5c
Revert "D3D: Use a 32-bit floating point depth buffer."
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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
c180174e4a
D3D: Use the correct format when resolving the EFB depth texture.
2015-02-21 11:50:19 +01:00
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
49137c7c2c
FramebufferManager: Return framebuffer target size in GetTargetSize().
2014-12-25 00:57:52 +01:00
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
a845aeeb3d
FramebufferManager: Copy all EFB layers to the XFB.
2014-12-24 18:45:19 +01:00
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
0ae082fb61
FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.
2014-12-19 22:37:28 +01:00
4b3e784949
TextureCache: Add stereoscopy support for EFB to texture copies.
2014-12-14 13:28:47 +01:00
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
9253bb7d96
D3D: Add geometry shader stereoscopy support.
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
d802d39281
clang-modernize -use-nullptr
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
9b6c6fa9e4
BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
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Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00