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path: root/Source/Core/VideoCommon/RenderBase.cpp
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2022-12-27VideoCommon: De-globalize PixelShaderManager class.Admiral H. Curtiss
2022-12-23New FrameTime/VBlank Analyzer + GraphSam Belliveau
2022-12-11VideoCommon/PixelEngine: Refactor to class, move to Core::System.Admiral H. Curtiss
2022-12-09Core: Add option to force linear texture filtering.Admiral H. Curtiss
2022-11-29VideoCommon/CommandProcessor: Refactor to class, move to Core::System.Admiral H. Curtiss
2022-11-23Improve FPS/VPS Counting and Revamp AppearanceSam Belliveau
2022-11-06VideoCommon: Hold ImGui lock while initializing and shutting down ImGui.Admiral H. Curtiss
2022-10-22VideoCommon: Support hot reloading of VS expandTellowKrinkle
2022-10-01VideoCommon: Update EFB peek cache on draw done and tokensRobin Kertels
Massively improves performance in Mario Galaxy on Android.
2022-08-02Common::Timer: use chrono::steady_clock internallyShawn Hoffman
2022-06-27VideoCommon: support dynamically updating game mods at runtimeiwubcode
2022-06-27VideoCommon: trigger mod calls in TextureCacheBase (efb/xfb calls), ↵iwubcode
VertexManagerBase (draw calls), and VertexShaderManager (projection calls)
2022-05-25Common: Refactor PointerWrapDentomologist
2022-04-16Implement ImGui window for scissor rectanglesPokechu22
This is mainly for debugging, and is only exposed by manually editing the configuration.
2022-04-16VideoCommon: Rework scissor handlingPokechu22
This increases accuracy, fixing the white rendering in Major Minor's Majestic March. However, the hardware backends can only have one viewport and scissor rectangle at a time, while sometimes multiple are needed to accurately emulate what is happening. If possible, this will need to be fixed later.
2022-03-29PixelEngine: Convert to BitField and enum classPokechu22
2022-03-25RenderBase: Add call to IMGUI_CHECKVERSION()Pokechu22
2022-01-03Merge pull request #10332 from AdmiralCurtiss/config-port-generalLéo Lam
Config: Port remaining General settings to new config system.
2022-01-01VideoCommon: Add names for textures and shadersPokechu22
2022-01-01Config: Port remaining General settings to new config system.Admiral H. Curtiss
2021-12-30Config: Port Movie settings to new config system.Admiral H. Curtiss
2021-12-18Eliminate VarType for ComponentFormatPokechu22
2021-12-18Refactor OpcodeDecoding and FIFO analyzer to use callbacksPokechu22
2021-11-30Add Rerecord Count displaysowens99
Simply shows Movie::s_rerecords in the ImGui Movie window
2021-11-18Add option for setting the PNG zlib compression levelPokechu22
2021-10-26Externals: Update imgui to 1.85Pokechu22
2021-10-08Merge pull request #9803 from Techjar/bbox-videocommonLéo Lam
VideoCommon: Abstract bounding box
2021-10-04VideoCommon: Abstract bounding boxTechjar
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
2021-09-29RenderBase: Show input count on m_ShowFrameCountsowens99
Just to stay consistent, I believe it is best to show total input polls alongside the framecount.
2021-09-28RenderBase: show total framecount on movie playbacksowens99
Previously, when playing back a movie, you could not see the total frame count of a movie, only the total number of input polls. This change simply shows the total frame count on movie playback. Note that this change also results in the framecount and framecount total ALWAYS being displayed if show_movie_window is true, regardless of whether or not m_ShowFrameCount is true. I believe this is fine, as TASers are much more likely to reference the framecount than the input poll count.
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
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.
2021-05-31VideoCommon: Add fallback handling for bounding box when disabled or unsupportedTechjar
The SDK seems to write "default" bounding box values before every draw (1023 0 1023 0 are the only values encountered so far, which happen to be the extents allowed by the BP registers) to reset the registers for comparison in the pixel engine, and presumably to detect whether GX has updated the registers with real values. Handling these writes and returning them on read when bounding box emulation is disabled or unsupported, even without computing real values from rendering, seems to prevent games from corrupting memory or crashing. This obviously does not fix any effects that rely on bounding box emulation, but having the game not clobber its own code/data or just outright crash is a definite improvement.
2021-05-31VideoCommon: Restore BBox* forwarding functionsTechjar
2021-05-29VideoCommon: Remove BBox* forwarding functionsTechjar
2021-05-28VideoCommon: Move bounding box pixel quads rounding to shaderTechjar
This avoids rounding values that the game writes to the bounding box registers, especially the default values.
2021-05-22VideoCommon: Account for pixel quads in bounding box calculationTechjar
The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the extents of these groups, rather than the exact pixel. To account for this, we'll round the top/left down to even and the bottom/right up to odd. I have verified that the values resulting from this change exactly match a real Wii.
2021-05-22VideoCommon: Split BBox* functions into common and backend implementation ↵Techjar
variants This will allow for some aspects of bounding box to be handled in VideoCommon instead of individual backends.
2021-05-14Merge pull request #9707 from JosJuice/remove-atomic-headerMat M
Remove Atomic.h
2021-05-14Merge pull request #9688 from Filoppi/input_cleanupScott Mansell
Input cleanup
2021-05-13Remove Atomic.hJosJuice
The STL has everything we need nowadays. I have tried to not alter any behavior or semantics with this change wherever possible. In particular, WriteLow and WriteHigh in CommandProcessor retain the ability to accidentally undo another thread's write to the upper half or lower half respectively. If that should be fixed, it should be done in a separate commit for clarity. One thing did change: The places where we were using += on a volatile variable (not an atomic operation) are now using fetch_add (actually an atomic operation). Tested with single core and dual core on x86-64 and AArch64.
2021-05-12Add mixed comments to input code, make some tooltip clearerFiloppi
2021-05-07Merge pull request #9417 from Filoppi/input-1Léo Lam
Fix FPS counter and Game Window speed % breaking on pause/unpause
2021-05-06Fix FPS counter and Game Window speed % breaking on pause/unpauseFiloppi
-Add pause state to FPSCounter. -Add ability to have more than one "OnStateChanged" callback in core. -Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.
2021-05-05Implement EFB Peeks for compressed z16 formatsScott Mansell
This fixes an issue in RS3 where engine lens flares would shine though ships during cutscenes
2021-03-06Convert BPMemory to BitField and enum classPokechu22
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.
2021-03-06Fix typo with ztex2 op in UseVertexDepthRangePokechu22
2021-01-27rename Core/Analytics to Core/DolphinAnalyticsShawn Hoffman
2021-01-05Fix a couple of typosFilippo Tarpini
[committer note: fixed commit message style]
2020-12-26VideoCommon: Fix crash that occurs on loading a fifo log due to ↵iwubcode
uninitialized Free Look control type
2020-12-24VideoCommon: Update active config when we check for config changes, this ↵iwubcode
ensures Free Look settings are copied at the start of the frame. Also update the camera's controller type at this time