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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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2017-01-23RenderBase: Forward declare EFBAccessTypeLioncash
2017-01-23VideoBackendBase: Convert EFBAccessType into an enum classLioncash
2017-01-04VideoCommon: Make dst_alpha state implicit.degasus
2016-12-27VideoBackends: Clamp the range to the maximum depth value supported in the z ↵Jules Blok
buffer.
2016-12-27VideoBackends: Use the full depth range when inverted depth range is ↵Jules Blok
unsupported.
2016-12-27VideoCommon: Don't process the depth range in the vertex shader if it's not ↵Jules Blok
oversized.
2016-12-09TextureCacheBase: Eliminate static stateLioncash
2016-11-28VideoCommon: Remove backbuffer size parameters from methodsStenzek
We have the s_backbuffer_{width,height} fields to represent this, so there's no point in passing them as parameters every time.
2016-11-27Remove unnecessary ConfigManager includesLéo Lam
Making changes to ConfigManager.h has always been a pain, because it means rebuilding half of Dolphin, since a lot of files depend on and include this header. However, it turns out some includes are unnecessary. This commit removes ConfigManager includes from files which don't contain SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the ConfigManager include is not used). (I've also had to get rid of some indirect includes.)
2016-11-13Cosmetics.Jules Blok
2016-11-11Frame: Use PauseAndLock when switching fullscreen modes.Jules Blok
This allows us to regain exclusive mode directly from OnActive().
2016-11-11D3DBase: Create the swapchain in fullscreen mode if enabled.Jules Blok
2016-11-11D3D: Move exclusive mode switching to UI thread.Jules Blok
This prevents deadlocks when switching to exclusive mode. And it also allows the CPU thread to block until we've completed the switch.
2016-11-04AVIDump: Add a struct for the state.degasus
So AddFrame use no global state and can be threaded well.
2016-10-21Merge pull request #4194 from Armada651/efb-source-formatJules Blok
PixelShaderGen: Add support for RGBA6 EFB format truncation.
2016-10-10VideoBackends: Always enable dual-source blending if supported.Jules Blok
2016-10-10AVIDump: Move CoreTiming into caller.degasus
2016-10-10Merge pull request #4326 from degasus/framedumpMarkus Wick
Framedump: Merge screenshot code with framedumping.
2016-10-08Merge pull request #4322 from Helios747/I_hate_featuresMarkus Wick
Remove Frameskip
2016-10-08Renderer: Merge screenshot logic into VideoCommon.degasus
2016-10-08Remove Frameskipanthony
2016-10-08AVIDump: Hard code rgba.degasus
2016-10-08VideoCommon: Add custom stride for framedumping.degasus
2016-10-08D3D: Skip redundant format convertions.degasus
2016-10-08Framedumps: Add finish() function to limit memory lifetime.degasus
2016-10-08VideoCommon: Drop RepeatFrameDumpFrame helper.degasus
This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded.
2016-10-07D3D: Use VideoCommon framedumping helpers.degasus
2016-10-04Fix frame dumps on file close in certain situationsChris Burgener
2016-10-03VideoCommon: Minor changesShawn Hoffman
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-08-31D3D: Remove unnecessary renderer global referencesLioncash
2016-08-23D3D: Correctly invert the viewport depth range.Jules Blok
2016-08-16Improve documentation.Jules Blok
2016-08-15VideoBackends: Enable depth clamping.Jules Blok
2016-06-27Fix D3D crashes/issuesChris Burgener
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
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