859 Commits
Author SHA1 Message Date
iwubcode 4964fc87ae Video Backends: Remove the right of the xfb region for games where the
VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
iwubcode 53684701fa HybridXFB: Fix lint errors 2017-11-17 22:11:31 -06:00
iwubcode 1090549552 Software Backend: Force EFB/XFB to copy to ram 2017-11-17 22:11:31 -06:00
iwubcode 33bc286baa Remove old XFB logic 2017-11-17 22:11:29 -06:00
iwubcode b285188de1 Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
2017-11-17 22:11:29 -06:00
iwubcode 198d3b69b4 Add ability to dump xfb copies to texture for debugging purposes 2017-11-17 22:11:28 -06:00
iwubcode a9f0d1783b Support frame and video dumping from VideoCommon 2017-11-17 22:11:23 -06:00
iwubcode 79387dddb2 Add support for hybrid XFB 2017-11-17 19:47:56 -06:00
Lioncash 2a782b8f16 D3D/main: Remove unused variable in InitBackendInfo() 2017-11-12 13:24:02 -05:00
Lioncash 3dbd6a53cc D3DUtil: Remove unused file-scope variables
These used to be used when the drawShadedTexSubQuad() function existed,
but since it's been removed they now have no use.
2017-11-11 18:56:44 -05:00
JosJuice a310cbec8e Fix incorrect handling of auto IR
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
2017-11-03 16:04:46 +01:00
Leo LamandGitHub e29cd19f73 Merge pull request #6118 from Tomcc/master
Resolution independent mipmaps (high IR Super Mario Galaxy Fix)
2017-10-31 21:37:20 +01:00
iwubcode b201777b83 D3D Backend: Change encoding parameter types from DWORD to our platform agnostic types 2017-10-30 10:27:02 -05:00
Tommaso Checchi 5fb6ceac45 Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient. 2017-10-27 00:45:20 -07:00
Stenzek 24ddea04ce VideoBackends: Move SamplerState to common 2017-09-11 20:01:54 +10:00
Stenzek 836b9b9acb Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek 2869c570f1 Renderer: Move depth state to VideoCommon and seperate from bpmem 2017-09-11 19:40:26 +10:00
Stenzek c15ea2f1ed D3D: Fix crash if shaders fail to compile 2017-09-07 11:45:43 +10:00
Jules BlokandGitHub c97a799c5f Merge pull request #6016 from Armada651/allow-tearing
D3DBase: Support the "allow tearing" DXGI flags.
2017-09-06 13:22:23 +02:00
StenzekandGitHub 1073053df9 Merge pull request #6026 from stenzek/d3d-ubershader-logicop
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
2017-09-06 18:33:47 +10:00
iwubcode 1ccfccdcf0 D3D: Properly handle dual source blending 2017-09-05 23:51:31 -05:00
Stenzek 84f8ebd95f VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Jules Blok 347fd065df D3DBase: Support the "allow tearing" DXGI flags.
This makes sure our framerate is unlocked when we disable V-Sync.
2017-09-04 23:12:52 +02:00
AnthonyandGitHub ee6930a231 Merge pull request #6013 from stenzek/d3d-logic-op
D3D: Implement logic op support
2017-09-03 19:26:50 -07:00
AnthonyandGitHub 26e777d80b Merge pull request #5337 from stenzek/d3d-common-blending-state
D3D: Use blending state from VideoCommon
2017-09-03 19:25:46 -07:00