967eaad8df
VideoCommon: rename efb2tex and efb2ram
2015-02-24 23:10:13 +01:00
1313d3461f
VideoCommon: always enable efb copy
2015-02-24 23:01:01 +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
43605f8716
Merge pull request #1948 from magumagu/remove-efb-cache
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Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
262c3b19ec
PostProcessing: Add support for user-supplied anaglyph shaders.
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There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
6659c15bed
Remove EFB to RAM cache, and simplify code.
2015-01-23 10:48:15 -08:00
84c8645d22
CustomTexture: Convert old format automatically
2015-01-21 21:22:55 +01:00
332d5888eb
VideoConfig: Add exclusive mode flag.
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Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
7069450ce5
Merge pull request #1872 from degasus/texcache
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Texcache cleanup 2
2015-01-13 22:45:49 +01:00
744b1c1624
TexCache: rewrite level calculation
2015-01-11 22:23:35 +01:00
b816ee1f79
VideoConfig: Define a per-game minimum convergence value instead of a percentage boost.
2015-01-02 17:07:08 +01:00
da058b3078
VideoConfig: Fix convergence parameter.
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Looks like a rebase failed somewhere.
2014-12-29 12:03:59 +01:00
31a55384b3
VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
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Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
70b898e2c6
VideoConfig: Rename Separation to Depth and update descriptions.
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More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-24 23:28:23 +01:00
7e8f96f0d3
OGL: Don't generate a geometry shader if the backend doesn't support it.
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This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
b06280e866
D3D: Add anaglyph stereoscopy support.
2014-12-14 13:28:47 +01:00
a689db0e48
D3D: Add 3D vision support.
2014-12-14 13:28:42 +01:00
a04edbcb9a
VideoConfig: Add separation and convergence modifiers to the game ini.
2014-11-24 15:10:52 +01:00
f64aadd362
VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and introduce a separate section for it.
2014-11-24 12:25:35 +01:00
0f4d59f612
VideoConfig: Rename StereoFocalLength to StereoConvergence.
2014-11-24 11:58:38 +01:00
0f63186371
TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
2014-11-23 14:27:40 +01:00
f74d1b16ed
OGL: Add Top-and-Bottom stereoscopy mode.
2014-11-23 14:27:39 +01:00
1261bd02ca
VertexShaderManager: Add stereoscopy options to swap the left and right eye.
2014-11-23 14:27:39 +01:00
c3ad6e7820
PostProcessing: Add support for anaglyph stereoscopy mode.
2014-11-23 14:27:39 +01:00
6c8f3fa861
VideoConfig: Add StereoMode enumeration.
2014-11-23 14:27:39 +01:00
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
4fd943aedd
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
2014-11-23 14:27:38 +01:00
d583720a59
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
2014-11-23 14:26:56 +01:00
f6ea293027
VertexShaderManager: Compute stereoscopy projection matrices.
2014-11-23 14:23:41 +01:00
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
c211450b99
OGL: implement bounding box support with ssbo
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This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
44b879dac2
Destroy OpenMP
2014-11-06 18:38:24 -08:00
467ab1a629
Moved Input Display to Movie Menu
2014-10-17 21:08:34 -04:00
d281b4d7e1
Remove setting to enable or disable Bounding Box calculation.
2014-10-15 19:02:54 +01:00
8d424b114a
Move bDumpFrames to SConfig (and it's references)
2014-10-12 23:56:16 -04:00
7344f752b7
Replace BorderlessFullscreenEnabled by ExclusiveFullscreenEnabled.
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Special handling was associated with this function, which only applies to exclusive fullscreen.
2014-10-07 16:43:32 +02:00
fbc64984ca
Include CommonTypes.h instead of Common.h.
2014-09-08 15:39:58 -04:00
a8e591dc73
VideoCommon: Remove support for decoding to ARGB textures
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The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
3b5625c76b
VideoConfig: Ignore Borderless Fullscreen setting when the backend does not support exclusive fullscreen.
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This was expected to be handled by VerifyValidity(), but that only verifies the validity of the INI files.
2014-07-30 12:15:58 +02:00
4501aeefbe
CFrame: Check borderless fullscreen setting before enabling exclusive fullscreen in the video config.
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Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting.
Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-30 12:15:26 +02:00
6724ce6275
Cosmetic changes based on feedback on PR #506 .
2014-07-26 13:04:39 +02:00
bd9953d97e
Remove the 3D Vision hack.
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The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.
However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
2014-07-26 12:45:10 +02:00
009b4dd376
Exit exclusive fullscreen when the stop confirmation is shown.
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Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
2014-07-21 20:50:48 +02:00
cd94ff1966
VideoConfig: Add "Borderless Fullscreen" option.
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This option will disable exclusive fullscreen for users who prefer the old behaviour.
2014-07-20 22:02:57 +02:00
77bc879384
D3D: Add exclusive fullscreen support.
2014-07-19 21:14:44 +02:00
95b579746f
Replace "Log FPS to file" by the "Log render time to file" feature.
2014-07-09 17:56:11 +02:00
efeadb7fe9
FPSCounter: Add "Log render time to file" feature.
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Allows for a more accurate performance measurement.
2014-07-09 17:53:31 +02:00
9d87818853
VideoCommon: small cleanups. No functional change.
2014-06-16 14:03:29 -07:00
c38e8e25dd
Remove unused video config variable.
2014-06-09 00:02:38 -04:00
fd9c1fa746
VideoBackend: remove unused config vars.
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No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00