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2016-06-27Merge pull request #3930 from RisingFog/split_video_dump_resolutionChris Burgener
Split Video Dumps on Resolution Change
2016-06-27Fix D3D crashes/issuesChris Burgener
2016-06-27D3D: Fix crash on start with BBox enabledLéo Lam
Someone removed the BBox::Init(), causing crashes when BBox is enabled. Fixes issue #9643.
2016-06-26VideoCommon: Drop GetConfigName.degasus
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26VideoBackends: Merge ShowConfig functions.degasus
2016-06-26VideoBackends: Merge Initialize and Shutdown functions.degasus
2016-06-26Merge pull request #3513 from phire/make_hdkr_happyScott Mansell
Get shadergen ready for Multithreadded generation of shaders.
2016-06-26Add missing overridecomex
2016-06-26Remove the rest of ShaderDebugging.Scott Mansell
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
2016-06-26Multithreadded Shadergen: Minor fixups.Scott Mansell
2016-06-26Remove UID Checker.Scott Mansell
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
2016-06-26Multithreadded Shadergen: Second pass over Pixel Shadergen.Scott Mansell
Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future.
2016-06-26Multithreadded Shadergen: Second Pass over vertex/lighting ShadergensScott Mansell
As much as possible, the asserts have been moved out of the GetUID function. But there are some places where asserts depend on variables that aren't stored in the shader UID.
2016-06-26Multithreadded Shadergen: Second Pass over geometery ShadergenScott Mansell
2016-06-25Null: Create Visual Studio project file.degasus
Why is this so stupid on linux.....
2016-06-25nullvideo: initial release of null video backenddegasus
2016-06-24Fix D3D12 headers missing includes.Pierre Bourdon
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-06-20analytics: Report OpenGL's adapter name too.Scott Mansell
2016-05-30[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZEAnthony Serna
2016-05-26Fix building with PCH disabled.Rohit Nirmal
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.
2016-05-19OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA driversStenzek
Using glMapBufferRange to read back the contents of the SSBO is extremely slow on NVIDIA drivers. This is more noticeable at higher internal resolutions. Using glGetBufferSubData instead does not seem to exhibit this slowdown.
2016-05-18Merge pull request #3832 from degasus/androidMarkus Wick
DriverDetails: Update Qualcomm new driver version.
2016-05-18VideoSW: Fix XFB config.degasus
2016-05-18VideoSW: Drop Update in XFB copy.degasus
2016-05-11OGL: Use coherent mapping on Qualcomm devices.degasus
2016-05-11OGL: Drop QC ES3.1 workaround.degasus
This was never tested well: HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-08D3D12: Specify read/write ranges when calling Map/UnmapStenzek
2016-05-08D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTextureStenzek
This was occuring when the source texture was larger than the destination texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08D3D12: Cleanup startup/shutdown processStenzek
Sorts out references that cause some modules to be kept around after backend shutdown. Should also solve the issue with errors being thrown due to the config being loaded after device creation, leading to the incorrect device being used in a multi-adapter system.
2016-05-08D3D12: Implement perf query supportStenzek
2016-05-08D3D12: Remove D3D11 header referencesStenzek
2016-05-08D3D12: Implement XFB encoding/decoding (support Real XFB)Stenzek
2016-05-08D3D12: Remove feature level checksStenzek
We don't create a device below feature level 11_0 anyway, so no point checking, we can just assume support.
2016-05-08D3D12: Don't add padding when allocating within empty StreamBufferStenzek
Resources are already aligned to an address larger than any of our requirements, anyway.
2016-05-08D3D12: Improve output of shader compiler errorsStenzek
These were completely broken due to lack of c_str(). We also output warnings now as well (these can be useful).
2016-05-08D3D12: Refactoring and cleanupsStenzek
Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing.
2016-05-08D3D12: Fix error with >1xIR/MSAA EFB depth accessStenzek
2016-05-08D3D12: Implement GPU-based bounding boxStenzek
2016-05-08D3D12: Use helper method for binding EFB render targetsStenzek
2016-05-08D3D12: Use signed ints for viewport originStenzek
Fixes black screen when crop is enabled.
2016-05-08D3D12: Allow large texture uploads (>64MiB) by using temporary bufferStenzek
This is not optimal, but for those texture packs with extremely large images, it won't crash. Releasing after the frame completes is an option too, however, there is the risk of running out of memory by doing this.
2016-05-03Merge pull request #3742 from phire/ditherMatthew Parlane
Implement Dithering for video software
2016-04-30VideoSW: Fix special case.degasus
I have no clue what this special case shall be, but accessing g_main_cp_state within Flush() is not allowed. We likely still have a bad behavior, but now it only depends on the current state, not on the next one after flushing.
2016-04-24Merge pull request #3745 from stenzek/d3d11-texcacheJules Blok
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-03-30D3D: Amend code to fix a new VS warningLioncash
Fixes warning C4334
2016-03-30Merge pull request #3656 from phire/windows-10-sdk-updatePierre Bourdon
Updated D3D12 to build on the newer windows 10 sdk.
2016-03-26Updated D3D12 to build on the newer windows 10 sdk.Scott Mansell
2016-03-26Merge pull request #3672 from EmptyChaos/d3d-anisotropyPierre Bourdon
Fix D3D Forced Anisotropy