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path: root/Source/Core/DolphinWX/VideoConfigDiag.cpp
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2016-06-26VideoCommon: Drop GetConfigName.degasus
We're past 5.0 now, so there is no need to look for old inis.
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-03-24VideoBackends: Do not use Anisotropy on Point filtered textures.EmptyChaos
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-02-29Revert "Merge pull request #3578 from Armada651/forced-slow-depth"Jules Blok
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
2016-02-22Merge pull request #3578 from Armada651/forced-slow-depthJules Blok
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
2016-02-20VideoBackendBase: Store video backends as unique_ptrLioncash
2016-02-08VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.Jules Blok
Fast depth is now more accurate than slow depth and should always be used. The option will be kept in a different form as it is still used as a hack to fix some games. Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
2016-01-12Merge VideoBackendHardware into VideoBackend.degasus
And rename it to VideoBackendBase because of conflicts within the backends itself.
2016-01-09Merge pull request #3451 from RisingFog/libavPierre Bourdon
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07Use ffmpeg for Windows Video Dumping instead of VFWChris Burgener
2016-01-06VideoConfig: Use "GFX.ini" for both D3D and OGL.degasus
They share the same format, so there is no need to separate their configs.
2016-01-02VideoBackend: Get rid of a boolean globalLioncash
Also gets rid of global headers
2015-12-19Merge pull request #3332 from degasus/masterScott Mansell
MSAA: Store samples in ini files.
2015-12-15MSAA: Store samples in ini files.degasus
2015-12-13VideoConfigDiag: Snap the convergence slider.Jules Blok
2015-12-13VideoConfig: Change convergence setting to percentage value.Jules Blok
2015-11-29Fix typo in anti-aliasing dropdown descriptionBrian Bowman
2015-11-06Remove SSAA checkbox and add SSAA to AA dropdownJosJuice
The checkbox is removed, and the dropdown now looks like this: None 2x MSAA 4x MSAA 8x MSAA 2x SSAA 4x SSAA 8x SSAA
2015-11-05Remove the "Show EFB Copy Regions" debug option.Scott Mansell
It was only implemented in OpenGL, though the option was visible in both backends, leading to memory leaks if you enabled it in DirectX. And it wasn't particularly useful as a debug feature as it only showed where in the EFB the copies were taken from, not what format it was, or what the copy was used for, or what content was in the EFB at that point in time. Also, it stretched the copy regions relative to the window, so the on-screen regions don't even line up with the window unless the game used the full EFB (some pal games) and you game image stretched to the full window.
2015-09-25Improved D3D and OGL AA option UIAnthony Serna
Removed Quality Levels from D3D AA options Dropdown text now shows whether you're applying MSAA or SSAA Added a description for SSAA Moved SSAA checkbox Cleaned up AA in backends slightly. Supported modes is now a list of ints.
2015-09-09VideoCommon: Drop "Disable destAlpha" hackdegasus
This option has no use any more, neither performance nor driver workaround.
2015-09-06VideoBackends: Reimplement SSAA, now for D3D + OGLdegasus
2015-09-05Properly support MSAA and SSAA as separate features(+GLES)Ryan Houdek
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level. I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though. With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled. Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-07-31Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ↵mirrorbender
ratios and VI scaling.
2015-07-13Added some warning text about fractional IRs.Anthony Serna
2015-07-01Small changes to description to "Store EFB Copies to Texture Only"Anthony Serna
2015-06-28Use emplace() instead of insert() where applicable for maps.Lioncash
2015-06-12Options: merge SCoreStartupParameter into SConfigdegasus
2015-06-10Add UI Support for up to 8x Internal ResolutionsFog
2015-06-07VideoConfigDiag: Translate cache_hires_textures_desc like other stringsJosJuice
1aa829c made these strings use wxTRANSLATE by reverting 0004b60, but cache_hires_textures_desc was left out because it was added after 0004b60.
2015-06-07Fixed translation of strings at runtime.Matthew Parlane
Static strings can not be translated until wxLocale is initialised. This reverts commit 0004b6004b726535275ceb96c8493c195fd79401. Conflicts: Source/Core/DolphinWX/VideoConfigDiag.cpp
2015-05-26Merge pull request #2162 from degasus/prefetch_texMarkus Wick
CustomTexture: prefetch all available textures
2015-05-25Merge pull request #2274 from degasus/disable_bboxRyan Houdek
Disable bbox
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-25VideoCommon: Make BBox emulation optionaldegasus
2015-05-16CustomTexture: prefetch all available texturesdegasus
2015-05-08DolphinWX: Remove unnecessary includesLioncash
2015-04-30VideoConfigDiag: Simplify string translation handlingLioncash
Explicit wxGetTranslation usage isn't necessary
2015-02-28VideoConfigDiag: Rename EFB Copies to RAM optionStevoisiak
2015-02-25Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2Lioncash
Basic Formatting/Whitespace Cleanup
2015-02-25Formatting/Whitespace CleanupStevoisiak
Various fixes to formatting and whitespace
2015-02-25VideoConfigDiag: Use consistent spelling of nouns.Tony Wasserka
2015-02-24VideoCommon: rename efb2tex and efb2ramdegasus
2015-02-24VideoCommon: always enable efb copydegasus
2015-02-11Merge pull request #2027 from Buddybenj/change-wordingLioncash
Change Wording
2015-02-11Change WordingBenjamin Przybocki
All of the other descriptions for drop-down menus use select.
2015-01-27Merge pull request #1948 from magumagu/remove-efb-cacheMarkus Wick
Remove EFB to RAM cache, and simplify code.
2015-01-25VideoConfigDiag: Allow anaglyph shader to be turned off.Jules Blok
Also hard-code the default shader.
2015-01-25PostProcessing: Add support for user-supplied anaglyph shaders.Jules Blok
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.