| Age | Commit message (Collapse) | Author |
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reflect what the member is
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consistent
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The masking was incorrect. This affects the main menu of The Last Avatar, though that menu also relies on copy filter functionality that is not correctly handled in the software renderer so the difference is not obvious; that game shuffles textures across all indices for some reason, so this issue would presumably result in subtle flickering.
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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Unlike the hardware backends, the software renderer can use multiple scissor rectangles (though this will result in extra rasterization).
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This is needed since we need a separate offset for zfreeze to work correctly. It also makes the code a bit less jank.
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These aren't particularly useful, and make the code a bit more confusing. If for some reason someone wants to test what happens when these functions are disabled, it's easier to just edit the code that implements them. They aren't exposed in the UI, so one would need to restart Dolphin to do it anyways.
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This produces behavior matching the behavior on hardware (see Wario's Gold Mine in Mario Kart Wii).
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Currently the logic for addressing the individual TexUnits is splattered all
across dolphin's codebase, this commit attempts to consolidate it all into a
single place and formalise it using our new TexUnitAddress struct.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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VideoCommon: Change the type of BPMemory.scissorOffset to 10bit signed: S32X10Y10
VideoBackends: Fix Software Clipper.PerspectiveDivide function, use BPMemory.scissorOffset instead of hard code 342
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Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare. (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
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Equivalent to da43f9a15 for the software renderer.
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Cast the variable to the coresponding type.
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This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.
While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
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Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
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Normalizes all variables related to statistics so that they follow our
coding style.
These are relatively low traffic areas, so this modification isn't too
noisy.
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Just access the global state directly.
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Now we require lots of empty functions, but this removes by far more duplicated code.
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It's not exposed in the header.
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The hardware backends don't use this shared code any more, and it's not needed for video sw either. So this was just dead code.
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I don't remember it being working, and nobody cares about performance of videosw.
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The left-hand-side is negative at some point which is considered undefined by the standard.
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