1227 Commits
Author SHA1 Message Date
Michael Maltese 56fe938366 extract OGL::FramebufferManager::BindLayeredTexture 2017-03-15 17:20:47 -07:00
Michael Maltese 69cedf4144 extract OGL::FramebufferManager::CreateTexture 2017-03-15 17:20:47 -07:00
Michael Maltese de940a5fd6 VideoConfig: add bSupportsFragmentStoresAndAtomics 2017-03-15 17:20:47 -07:00
Markus WickandGitHub 31bb41c532 Merge pull request #4973 from z0z0z/master
Disable pinned memory for AMD mesa drivers
2017-03-14 10:02:05 +01:00
Jules Blok 0a2b58c896 OGL: Remove support for NV_depth_buffer_float.
We can't clamp the depth values to the 24-bit range while this extension is active.
2017-03-14 01:02:13 +01:00
Markus WickandGitHub e99cd57eb3 Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-10 18:05:52 +01:00
Markus WickandGitHub ef74c5eabd Merge pull request #5051 from stenzek/renderer-fixes
VideoBackends: Fix crashes introduced by #4999
2017-03-09 21:06:50 +01:00
JosJuice 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
Stenzek 2cd240af0d VideoBackends: Move max texture size to VideoConfig
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00
Markus WickandGitHub 489d90b6f3 Merge pull request #4999 from stenzek/renderer-statics
VideoCommon: Eliminate static state in Renderer
2017-03-08 11:02:20 +01:00
Stenzek 00a0a91513 VideoCommon: Move last EFB scale handling to CalculateTargetSize 2017-03-04 16:53:07 +10:00
Stenzek afc25fdca0 VideoCommon: Rename Renderer s_ prefixes to m_ 2017-03-04 16:42:21 +10:00
Stenzek 238a70b006 VideoCommon: Move some common initialization logic to RenderBase 2017-03-04 16:42:16 +10:00
Stenzek 277829d842 VideoCommon: Eliminate static state in Renderer 2017-03-04 16:39:50 +10:00
Lioncash 552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
StenzekandGitHub 3390e6f258 Merge pull request #4993 from ligfx/fixsonicadventure2
OGL SetBlendMode: always set blend equation and func
2017-03-02 21:30:10 +10:00
Lioncash ee61bd6f2e CMakeLists: Normalize whitespace
Normalizes tabs to spaces to follow our codebase's indentation style.
2017-03-01 14:53:23 -05:00
Michael Maltese db1d826ac3 OGL SetBlendMode: always set blend equation and func
Before #4581, an invocation of `SetBlendMode` could invoke
`glBlendEquationSeparate` and `glBlendFuncSeparate` even when it was
setting `glDisable(GL_BLEND)`. I couldn't figure out how to map the old
behavior over to the new BlendingState code, so I changed it to always
call the two blend functions.

Fixes https://bugs.dolphin-emu.org/issues/10120 : "Sonic Adventure 2
Battle: graphics crash when loading first Dark level".
2017-03-01 00:49:14 -08:00
z0z0z 005e6796b8 Disable pinned memory for AMD mesa drivers 2017-02-26 10:49:28 -05:00
Jules Blok a15555fe03 VideoBackends: Use vertex shader depth range if ztexture is used. 2017-02-26 11:34:48 +01:00
Jules Blok bde8126913 VideoBackends: Remove depth range clamping hacks.
Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore.
2017-02-24 14:54:20 +01:00
Jules Blok 94522d4cf3 OGL: Add support for glDepthRangedNV to handle oversized depth ranges. 2017-02-24 14:54:16 +01:00
Jules Blok 28e6e259ed VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
2017-02-21 02:57:23 +01:00
Jules Blok 21967b1f6e VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Lioncash 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