Ryan Meredith
45b9b7d211
Give Dump Objects dedicated folder and tooltip
2018-06-06 08:42:41 -04:00
Stenzek
640bfb8135
VideoConfig: Add a field for indicating logic op support in the backend
2018-05-26 00:07:20 +10:00
Emmanuel Gil Peyrot and JosJuice
c51ae9c62a
Remove SOIL altogether from the project.
2018-05-20 13:44:42 +02:00
Lioncash
505d45a233
EfbInterface: Move buffer constant from the header to the cpp file
...
This is only ever used internally, so we can limit its scope to the only
usage point.
2018-05-18 16:23:34 -04:00
Lioncash
5eef8ba984
EfbInterface: Make efb and perf_values std::arrays
2018-05-18 16:23:29 -04:00
Lioncash
c58b5e9b9b
EfbInterface: Make perf_values internally linked
...
Instead, expose functions to operate with it. This way we keep the
internal representation concealed.
2018-05-18 15:35:08 -04:00
Lioncash
f3a8874214
EfbInterface: Move efb array into the EfbInterface namespace
2018-05-18 15:09:37 -04:00
Stenzek
9e798eec94
Implement EFB copy filter and gamma in hardware backends
...
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
Scott Mansell and Stenzek
a192a3bb30
While I'm here, fix some chroma sub-sampling bugs.
...
RE4's brightness screen is actually very good for spotting these.
Bug 1: Colors at the end of the scanlines are clamped, instead of a black
border
Bug 2: U and V color channels share coordinates, instead of being offset
by a pixel.
2018-04-29 17:56:53 +10:00
Scott Mansell and Stenzek
fc96479f12
VideoSoftware: Implement xfb copy filter (Deflickering/Brightness)
2018-04-29 17:56:51 +10:00
spycrab
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00
Lioncash
8b43a31855
Software/CMakeLists: Migrate off add_dolphin_library
...
Continues the migration work started in 3a4c3bbe01
2018-04-02 08:24:40 -04:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
51a586d11a
GLUtil: Encapsulate functions in a namespace
2018-03-10 16:11:19 +10:00
Stenzek
f9c829c7f7
OGL: Re-implement async shader compiling
2018-03-10 15:56:34 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
Stenzek
6374a4c4a8
AbstractTexture: Support multisampled abstract texture
2018-03-01 17:31:24 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
84b990faa0
VideoConfig: Remove bForceCopyToRam field
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It's the inverse of supports-copy-to-vram.
2018-02-11 15:29:37 +10:00
Anthony and GitHub
096131c908
Merge pull request #6334 from stenzek/startup
...
Video Backend Initialization/Core Boot Improvements
2018-02-07 23:35:54 -08:00
Stenzek
260d5b7aa7
BPMemory: Handle fog configuration where both A and C are infinity/NaN
...
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.
However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00
Stenzek
c790077c13
VideoBackend: Remove PeekMessages method
...
The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00
Stenzek
d96e8c9d76
VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods
...
Also allows the work previously done in Prepare to return a failure
status.
2018-01-27 13:53:55 +10:00
Stenzek
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00