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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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2016-05-19D3D11: Fix CPU EFB color reads when MSAA is enabledStenzek
Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what the read handler is expecting. Depth reads will now return the minimum depth of all samples, instead of the average of all samples.
2016-03-30D3D: Amend code to fix a new VS warningLioncash
Fixes warning C4334
2016-03-24VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper functionEmptyChaos
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.
2016-01-28Merge pull request #3426 from Sonicadvance1/ES_fix_framedumpRyan Houdek
Add support for framedumping to OpenGL ES.
2016-01-25Fifo: Make g_bSkipCurrentFrame a TU-local variableLioncash
This is only ever queried, making it a global isn't necessary.
2016-01-17VideoCommon: Header cleanupLioncash
Also remedies places where the video backends and core rely on things being indirectly included.
2016-01-14Merge pull request #3495 from Armada651/d3d-floatJules Blok
D3D: Use a 32-bit floating point depth buffer.
2016-01-12Fifo: Create a "Fifo" namespace.degasus
2016-01-11D3D: Use the full depth range for Z pokes.Jules Blok
2016-01-10Merge pull request #3439 from Armada651/depth-rangePierre Bourdon
Render: Clamp the z range to the full range.
2016-01-09Add support for framedumping to OpenGL ES.Ryan Houdek
2016-01-07Use ffmpeg for Windows Video Dumping instead of VFWChris Burgener
2016-01-03Render: Clamp the z range to the full range.Jules Blok
2015-12-30Merge pull request #3361 from stenzek/d3d-vectored-efb-pokesMarkus Wick
D3D: Implement vectored efb pokes
2015-12-28Merge pull request #3295 from stenzek/d3d-xfb-msaaMarkus Wick
D3D: Fix multiple issues relating to MSAA
2015-12-23D3D: Fix crash on startup/resizeStenzek
2015-12-22Render: Get rid of explicit new and deleteLioncash
2015-12-20VideoCommon: Change PokeEFB to take a pointer rather than a vectorStenzek
This saves allocating a vector for the pass-through path.
2015-12-20D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiBStenzek
2015-12-15MSAA: Store samples in ini files.degasus
2015-12-09D3D: Fix crash when taking screenshot with crop enabledStenzek
This was due to specifying negative source coordinates for the texture copy, which must lie within the bounds of the source and destination textures. The behavior now is to clamp the copy region to [0 <= size <= backbuffer size], resulting in a copy region that can be smaller than the backbuffer, but never larger.
2015-11-28D3D: Fix EFB->XFB copies incorrectly scaling, match GL behaviorStenzek
2015-11-06VideoCommon: rename TextureCache to TextureCacheBaseTillmann Karras
2015-09-03BitField: Enable ifdef'd out code for WindowsLioncash
2015-07-31Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ↵mirrorbender
ratios and VI scaling.
2015-06-13Merge branch 'stable'Jules Blok
2015-06-12Options: merge SCoreStartupParameter into SConfigdegasus
2015-06-10Anisotropic Filtering option is now correct in D3DMatthew Parlane
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16 This was correct for OGL but not D3D
2015-06-07D3D: Implement Z pokes.Jules Blok
2015-06-07D3D: Set the viewport to the full target size when doing EFB pokes.Jules Blok
2015-06-06VideoBackends: Allow the viewport to use the full depth range.Jules Blok
2015-05-26D3D: Invert initial depth buffer clear.Jules Blok
2015-05-26D3D: Depth range inversion.galop1n
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-20OGL: Use floating point arithmetic to scale the depth value.Jules Blok
2015-05-18VideoBackends: Clamp depth to uint24 range.Jules Blok
2015-05-08VideoBackends: Use the new divisor when clearing the depth buffer.Jules Blok
2015-05-08VideoBackends: Clamp Z peek values.Jules Blok
2015-05-08VideoBackends: Use proper floating point depth precision.Jules Blok
2015-03-15quiet some warnings which appear on vs2015.Shawn Hoffman
quieted warnings include shadowed variable names and integer extensions.
2015-03-02TextureCache: load all mipmap levels from custom texturesdegasus
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.
2015-01-26Revert "Merge pull request #1903 from RisingFog/libav"Pierre Bourdon
This reverts commit 34079a00379d8fb773e570c2d6fbf8750c0cd7b2, reversing changes made to 3274df71588640b4648628e513cc59d6bdbdae26.
2015-01-26Merge pull request #1903 from RisingFog/libavskidau
Use ffmpeg for Windows Video Dumping instead of VFW
2015-01-25Merge pull request #1920 from CarlKenner/fix3dxfbskidau
Fix 3D XFB
2015-01-23Make zfreeze use screenspace coordinates independant of IR.Scott Mansell
OpenGL requires the y coordinates to be flipped. Also refactored PixelGen code to remove duplicate code.
2015-01-21Use ffmpeg for Windows Video Dumping instead of VFWFog
2015-01-19VideoConfig: Add exclusive mode flag.Jules Blok
Allows the UI to easily check the current exclusive mode state. This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-20This fixes stereoscopic 3D with XFB enabled, for example in the intro in ↵CarlKenner
Animal Crossing GameCube NTSC. The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.