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
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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.
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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.
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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
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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"
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This reverts commit 34079a0037
, reversing
changes made to 3274df7158
.
2015-01-26 02:35:29 +01:00
34079a0037
Merge pull request #1903 from RisingFog/libav
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Use ffmpeg for Windows Video Dumping instead of VFW
2015-01-26 12:03:44 +11:00
d7a8752228
Merge pull request #1920 from CarlKenner/fix3dxfb
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Fix 3D XFB
2015-01-25 15:44:06 +11:00
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
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OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
6cad635bd8
Use ffmpeg for Windows Video Dumping instead of VFW
2015-01-21 19:47:45 -05:00
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
4768d0f0a8
This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
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The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
8d69658a9d
Add exclusive mode OSD messages.
2015-01-17 16:11:17 +01:00
b87fddb027
D3D: Allow borderless fullscreen to be turned on/off during gameplay.
2015-01-17 16:11:12 +01:00
803bea5004
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-16 16:01:29 +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
0932282caf
Merge pull request #1818 from ZephyrSurfer/master
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Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
1c98a43203
TexCache: clean up frameCount handling
2015-01-11 22:23:35 +01:00
399b6248d1
D3D: Further improve exclusive fullscreen state checking.
2015-01-05 00:01:22 +01:00
3b9c070ee0
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-04 16:42:16 +01:00
069a0864c0
Scale the offset to the IR scale
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The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
eebd7da443
Fix stretching with Virtual XFB in D3D
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This change matches the behaviour of OpenGL.
This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.
See issue #6750 for details
2015-01-03 01:28:49 +00:00
e1dc033113
Renderer: Cosmetics.
2014-12-28 18:35:23 +01:00
89de7e0526
Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
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Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
730a6e5f4b
D3D: Fix Virtual XFB viewport.
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Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
af8ac328e5
Renderer: Use old method of calculating the source rectangle.
2014-12-25 02:37:22 +01:00
1bbb323e97
D3D: Remove obsolete Real XFB codepath.
2014-12-24 23:55:04 +01:00
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
b2efbdaf44
Cosmetics.
2014-12-23 13:16:09 +01:00
737bc0e7ad
PixelShaderCache: Support stereoscopic EFB format changes.
2014-12-21 15:46:12 +01:00
3f9b52e555
OGL: draw shadows within rasterfont itself
2014-12-20 13:31:41 +01:00
fb177ca04e
VideoCommon: merge debug test generators
2014-12-20 13:06:29 +01:00
ffa014dd48
VideoCommon: merge debug info generators
2014-12-20 12:25:10 +01:00
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
925bbcb85b
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-19 14:10:52 +01:00