Commit Graph

15 Commits

Author SHA1 Message Date
ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
1fa81f24d3 VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
b9e4370023 Merge pull request #4383 from Sintendo/minor-text-fixes
Fix minor comment typos
2016-10-31 12:51:42 +01:00
1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
f163bd1048 Fix various comment typos 2016-10-24 18:27:49 +02:00
ab5054c34e VideoBackends: Always enable dual-source blending if supported. 2016-10-10 17:32:51 +02:00
e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
25d5da0ea3 D3D12: Remove D3D11 header references 2016-05-08 23:18:56 +10:00
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
c2802f96a6 Merge pull request #3655 from jcowgill/spelling-fixes
Fix some very minor spelling mistakes
2016-03-02 14:04:05 -05:00
9efe66509d D3D12: Fix crash/errors when switching MSAA modes while running 2016-02-28 17:18:44 +10:00
db8dbae131 Fix some very minor spelling mistakes
Found by Lintian https://lintian.debian.org/
2016-02-19 01:48:10 +00:00
8cc686b360 D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00