72 Commits

Author SHA1 Message Date
Markus Wick f801ccc9b2 Merge pull request #2024 from RisingFog/irgui
Add UI Support for up to 8x Internal Resolutions
2015-08-13 12:37:31 +02:00
Markus Wick a6412fb41e Merge pull request #2162 from degasus/prefetch_tex
CustomTexture: prefetch all available textures
2015-05-26 13:30:26 +02:00
Ryan Houdek 69963dc4b0 Merge pull request #2274 from degasus/disable_bbox
Disable bbox
2015-05-25 08:46:12 -04:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
degasus acd074e291 VideoCommon: Make BBox emulation optional 2015-05-25 09:33:34 +02:00
Jules Blok 88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
degasus 242f7d964d CustomTexture: prefetch all available textures 2015-05-16 15:12:07 +02:00
degasus 967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
degasus 1313d3461f VideoCommon: always enable efb copy 2015-02-24 23:01:01 +01:00
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
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
Markus Wick 43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
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
magumagu 6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
degasus 84c8645d22 CustomTexture: Convert old format automatically 2015-01-21 21:22:55 +01:00
Jules Blok 332d5888eb VideoConfig: Add exclusive mode flag.
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
Markus Wick 7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
degasus 744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
Jules Blok b816ee1f79 VideoConfig: Define a per-game minimum convergence value instead of a percentage boost. 2015-01-02 17:07:08 +01:00
Jules Blok da058b3078 VideoConfig: Fix convergence parameter.
Looks like a rebase failed somewhere.
2014-12-29 12:03:59 +01:00
Jules Blok 31a55384b3 VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok 70b898e2c6 VideoConfig: Rename Separation to Depth and update descriptions.
More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-24 23:28:23 +01:00
Jules Blok 7e8f96f0d3 OGL: Don't generate a geometry shader if the backend doesn't support it.
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-18 00:36:49 +01:00
Jules Blok b06280e866 D3D: Add anaglyph stereoscopy support. 2014-12-14 13:28:47 +01:00
Jules Blok a689db0e48 D3D: Add 3D vision support. 2014-12-14 13:28:42 +01:00