| Age | Commit message (Collapse) | Author |
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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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[committer note: fixed commit message style]
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uninitialized Free Look control type
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ensures Free Look settings are copied at the start of the frame. Also update the camera's controller type at this time
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Migrates off the printf-based formatting where applicable.
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an emulated input action to an image based on what host key is defined for that emulated input. Specific regions are called out in configuration that mark where to replace an input button with a host key image.
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This is now unused. Seems like it was an improper fix
(there would be a race if saving the screenshot took longer
than 2 seconds) back when it was used too.
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VertexShaderManager: Only look for freelook config changes if we're using freelook
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each call which caused a performance hit, move check to RenderBase where it is checked when config changes
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This profiler was added in 94d9d13, but must've broken at some point.
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Core: Skip duplicate frames when using frame advance
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logic.
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Currently, we do not display every second frame in 25fps/30fps games
which run to vsync. This improves performance as there's less rendering
for the GPU to perform, but when combined with vsync, could cause frame
pacing issues.
This commit adds an option to force every frame generated by the console
to be displayed to the host, which may improve pacing for these games.
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Keeps the global localized with the code that it's primarily related to.
Now it's obvious from a glance what the global variable is affecting.
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Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).
Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:
- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
the shader generators.
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There's no need to have a dependency when we can simply call the
function itself as part of the instance itself.
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Same behavior, but immediately assigns to variables, allowing them to be
const.
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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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Rather than making Statistics' member functions operate on the global
variable instance of itself, we can make these functions member
functions and operate on a by-instance state, removing the direct
dependency on the global variable itself.
This also makes for less reading, as there's no need to repeat "stats."
for all variable accesses.
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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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Code: Rename AVIDump to FrameDump
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Fixed various errors spotted with Application Verifier
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initialized in a thread safe manner since C++11
Also works around a Visual Studio 2017 bug where static inline class fields are destructed multiple times
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This fixes some mistakes from #8049 that caused crop to behave like
stretch and have a funny offset.
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This fixes the problem where OBS game capture only grabs the region
inside an ImGui window whenever one is open, when using the OpenGL
backend. Shouldn't have any negative effects, as the scissor would've
been something completely arbitrary anyways.
This may affect other capture software that uses the same hooking
method, but I've only tested OBS.
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Renderer: Adjust source rectangle when crop would draw off screen
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
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This prevents us from requiring an oversized and/or negative viewport by
shrinking the source rectangle instead.
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This also better handles in-memory interlaced XFB data placed by the CPU
by considering the stride from the VI.
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