summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D/Render.cpp
AgeCommit message (Collapse)Author
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.
2015-01-17Add exclusive mode OSD messages.Jules Blok
2015-01-17D3D: Allow borderless fullscreen to be turned on/off during gameplay.Jules Blok
2015-01-16D3D: Fix Dolphin immediately exiting exclusive fullscreen.Jules Blok
2015-01-13Merge pull request #1872 from degasus/texcacheMarkus Wick
Texcache cleanup 2
2015-01-13Merge pull request #1818 from ZephyrSurfer/masterMarkus Wick
Fix scaling in Virtual XFB.
2015-01-11TexCache: clean up frameCount handlingdegasus
2015-01-05D3D: Further improve exclusive fullscreen state checking.Jules Blok
2015-01-04D3D: Only try to apply exclusive mode when the renderer is in focus.Jules Blok
2015-01-03Scale the offset to the IR scalePatrick A. Ferry
The offset between fbStride and fbWidth will need to be scaled by IR scale.
2015-01-03Fix stretching with Virtual XFB in D3DPatrick A. Ferry
This change matches the behaviour of OpenGL. This should make Ty the Tasmanian Tiger 3 stretch across the whole screen. There are other games with this same issue but I have not any. See issue #6750 for details
2014-12-28Renderer: Cosmetics.Jules Blok
2014-12-28Renderer: Invalidate the FramebufferManager if the XFB mode is changed.Jules Blok
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28D3D: Fix Virtual XFB viewport.Jules Blok
Looks like I was incorrect about swapping the bottom and top members.
2014-12-25Renderer: Use old method of calculating the source rectangle.Jules Blok
2014-12-24D3D: Remove obsolete Real XFB codepath.Jules Blok
2014-12-24D3D: Support stereoscopic XFB blit to screen.Jules Blok
2014-12-23Cosmetics.Jules Blok
2014-12-21PixelShaderCache: Support stereoscopic EFB format changes.Jules Blok
2014-12-20OGL: draw shadows within rasterfont itselfdegasus
2014-12-20VideoCommon: merge debug test generatorsdegasus
2014-12-20VideoCommon: merge debug info generatorsdegasus
2014-12-19D3DState: Remove wireframe rasterizer support.Jules Blok
2014-12-19VideoCommon: Handle wireframe mode in the geometry shader.Jules Blok
2014-12-18Merge pull request #1706 from Armada651/line-widthRyan Houdek
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
2014-12-18D3D: Set the geometry shader before every draw call.Jules Blok
And refactor the VertexManager draw call.
2014-12-15D3D+OGL: choose blendenable over logicopenable.magumagu
No sane game should turn on both logicopenable and blendenable in the same blend mode, but not every game is sane. Fixes issue 6009.
2014-12-15VideoCommon: Merge LineGeometryShader into GeometryShaderGen.Jules Blok
This adds line-width emulation support to OpenGL.
2014-12-14D3D: Fix Nvidia 3D Vision memory leakJules Blok