| Age | Commit message (Collapse) | Author |
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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.
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
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Fixes warning C4334
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
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This also fixes EFB depth buffer copies when MSAA is enabled.
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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.
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mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
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target texture, not just the binary size.
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
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Add support for framedumping to OpenGL ES.
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This is only ever queried, making it a global isn't necessary.
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Also remedies places where the video backends and core rely on things
being indirectly included.
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D3D: Use a 32-bit floating point depth buffer.
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And rename it to VideoBackendBase because of conflicts within the backends itself.
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Render: Clamp the z range to the full range.
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Use ffmpeg for Windows Video Dumping instead of VFW
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They share the same format, so there is no need to separate their configs.
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Also gets rid of global headers
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D3D: Implement vectored efb pokes
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Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"
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D3D: Fix multiple issues relating to MSAA
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This reverts commit 81414b4fa2edadf0b2a2bb0bd4df61dd59165eec, reversing
changes made to b926061f641692ae31bacbeba304f5941db7d3bc.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
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already does this
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This saves allocating a vector for the pass-through path.
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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.
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is enabled, real XFB filtering
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.
Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
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They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
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MathUtil: Minor changes to Rectangle
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