Commit Graph

38 Commits

Author SHA1 Message Date
Jules Blok
ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
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
Jules Blok
ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
degasus
35373c5185 TextureCache: load all mipmap levels from custom textures
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
Lioncash
d10571a86a PixelShaderManager: Remove unnecessary casts.
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
2015-02-28 00:04:05 -05:00
Scott Mansell
e88c02dece Ensure that ZSlopes save/restore state correctly.
Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
2015-01-23 03:32:31 +13:00
NanoByte011
add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell
88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
NanoByte011
613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011
937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Tillmann Karras
4d1face540 Fix indentation 2015-01-07 21:51:47 +01:00
Tony Wasserka
1d23c2ca8b GPU: Only load the relevant color components upon writes to the tev color registers.
The other two components need not be valid upon write, hence loading them results in glitches.

Fixes issue 6783.
2014-09-21 10:38:22 +02:00
Rohit Nirmal
fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
Shawn Hoffman
4bf031c064 msvc: resolve all warnings in VideoCommon. 2014-08-19 22:33:46 -07:00
degasus
e456a5e64f PixelShader: remove the duplicated ppl constants 2014-06-19 16:33:33 +02:00
degasus
027baad73b VideoCommon: use the Light struct in XF memory 2014-06-19 16:33:29 +02:00
Jasper St. Pierre
08611c3f36 PixelShaderManager: Fizzle out fog changes when disabled here
This lets us remove a use of GetConfig.
2014-05-20 11:15:09 -04:00
magumagu
1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu
8f5342c442 Video backend: merge global var xfmem into xfregs.
There isn't really any reason to keep them separate.
2014-05-16 18:55:31 -07:00
magumagu
818c89313e Video backends: unify xfregs/xfmem structures.
Removes the duplicate swxfregs global variable/struct from the software
backend in favor of the ones from VideoCommon.
2014-05-16 18:55:30 -07:00
magumagu
fd9c1fa746 VideoBackend: remove unused config vars.
No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00
Tony Wasserka
77a7bab5ae BPMemory: Use the new BitField class in two selected structures. 2014-03-25 23:57:57 +01:00
Tony Wasserka
6e65e02c9e ConstantManager: Do not use single-element arrays. 2014-03-14 22:33:25 +01:00
Tony Wasserka
fa7173d099 PixelShaderGen: Store tex scale as an integer. 2014-03-14 22:32:30 +01:00