Commit Graph

162 Commits

Author SHA1 Message Date
168e145fae D3D: Remove unnecessary renderer global references 2016-08-31 14:17:22 -04:00
65472260d8 D3D: Correctly invert the viewport depth range. 2016-08-23 09:57:11 +02:00
7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
f31adf9635 Fix D3D crashes/issues 2016-06-27 10:13:17 -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
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
33c22ffab7 D3D: Amend code to fix a new VS warning
Fixes warning C4334
2016-03-30 20:59:57 -04:00
0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
e1f21602fd Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
Add support for framedumping to OpenGL ES.
2016-01-28 18:24:32 -05:00
5ebd1e215b Fifo: Make g_bSkipCurrentFrame a TU-local variable
This is only ever queried, making it a global isn't necessary.
2016-01-25 05:23:14 -05:00
d9fec92628 VideoCommon: Header cleanup
Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
48b60649af Merge pull request #3495 from Armada651/d3d-float
D3D: Use a 32-bit floating point depth buffer.
2016-01-14 00:39:23 +01:00
5f244abf28 Fifo: Create a "Fifo" namespace. 2016-01-12 23:28:26 +01:00
8158d291aa D3D: Use the full depth range for Z pokes. 2016-01-11 22:27:41 +01:00
e7fbd1fd50 Merge pull request #3439 from Armada651/depth-range
Render: Clamp the z range to the full range.
2016-01-10 19:09:57 +01:00
3f15aa4b57 Add support for framedumping to OpenGL ES. 2016-01-09 00:21:20 -06:00
c34fb3edf0 Use ffmpeg for Windows Video Dumping instead of VFW 2016-01-07 18:37:58 -05:00
8c3108b354 Render: Clamp the z range to the full range. 2016-01-03 15:39:34 +01:00
330329254c Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
294bb75316 Merge pull request #3295 from stenzek/d3d-xfb-msaa
D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
4d48a7abfc D3D: Fix crash on startup/resize 2015-12-23 23:07:31 +10:00
da0e647346 Render: Get rid of explicit new and delete 2015-12-22 19:10:05 -05:00
a61fc372bb VideoCommon: Change PokeEFB to take a pointer rather than a vector
This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
7b628c99ec D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiB 2015-12-20 00:31:58 +10:00
e26d9f7c35 MSAA: Store samples in ini files. 2015-12-15 09:41:01 +01:00
5dcd3cd4fd D3D: Fix crash when taking screenshot with crop enabled
This was due to specifying negative source coordinates for the texture copy, which must lie within the bounds of the source and destination textures.

The behavior now is to clamp the copy region to [0 <= size <= backbuffer size], resulting in a copy region that can be smaller than the backbuffer, but never larger.
2015-12-09 02:38:24 +10:00
5e803c3db3 D3D: Fix EFB->XFB copies incorrectly scaling, match GL behavior 2015-11-28 20:04:36 +10:00
81d9cce70c VideoCommon: rename TextureCache to TextureCacheBase 2015-11-06 15:43:58 +01:00
102a2a975d BitField: Enable ifdef'd out code for Windows 2015-09-03 22:06:15 -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
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
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
05f42f94a0 OGL: Use floating point arithmetic to scale the depth value. 2015-05-20 14:22:30 +02:00
ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +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
c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
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
1e809d9c11 Revert "Merge pull request #1903 from RisingFog/libav"
This reverts commit 34079a0037, reversing
changes made to 3274df7158.
2015-01-26 02:35:29 +01:00