| Age | Commit message (Collapse) | Author |
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It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
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shader at all
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D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
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The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.
The follow parts are rewritten:
Alpha
ZTextureType
zbias
FogParam
FogColor
Color
TexDim
IndMatrix
MaterialColor
FogRangeAdjust
Lights
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As now both backends uses the VideoCommon one, the old setting API was removed.
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this will remove the additional memcpy introduced in my last commit
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The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
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To move the view up and down.
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There's no reason to make this public, and it prevents a build
issue with the next commit.
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Block braces on new lines.
Also killed off trailing whitespace and dangling elses.
Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
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VideoCommon, and Common projects.
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VideoSoftware projects.
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
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Makes the logging look more orderly and less spammy when spitting out things.
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Not planning to touch Core since it's the most actively changed part of the project.
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Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
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Fix issue 5740
thx @ erwan_taf for debuging all the week
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Also cleaned it up.
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Conflicts:
Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
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Conflicts:
Source/Core/DolphinWX/Src/VideoConfigDiag.h
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
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Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
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Probably why Vertex shader UBO is failing. Too tired to investigate right now.
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feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
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shaders.
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Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
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colors on title screen of metroid prime 3)
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adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
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zRange of the z bias were flipped. Switched to using the viewport struct rather than a raw float array to hopefully avoid such confusion in the future. Fixes issue 4060.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7446 8ced0084-cf51-0410-be5f-012b33b47a6e
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memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7083 8ced0084-cf51-0410-be5f-012b33b47a6e
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- Usability enhancement: Added Presets
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7025 8ced0084-cf51-0410-be5f-012b33b47a6e
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Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6996 8ced0084-cf51-0410-be5f-012b33b47a6e
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- added support to DX11
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6980 8ced0084-cf51-0410-be5f-012b33b47a6e
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I check better my bad nonsense)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6979 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6975 8ced0084-cf51-0410-be5f-012b33b47a6e
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Projection Hack"
- dislocating all sensible stuff related to "values per game/pattern" outside the sourcecode.
- giving more control to end-users across the user-friendly interface.
- deleting/cleaning some dead variables.
- updating all gameconfig.ini data to reflect new PHack concept (pending upload).
* Updated Italian translation
- Includes corrections, a better strings translating and suggestions directly by Google Code's people.
+ Minor old pending changes...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6973 8ced0084-cf51-0410-be5f-012b33b47a6e
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Profiler.{cpp,h} also happened to be the only dupliated
filenames left in Source, the absence of which should make
link-time optimization easier to get working.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
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that occur in cut-scenes. Patch by Trevor002.
Fixes issue 3477.
Fixes issue 3127.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6381 8ced0084-cf51-0410-be5f-012b33b47a6e
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VideoCommon. Still need to merge VertexManager::Flush (will be easier after TextureCache is merged). Purposely using a class/virtualfuncs rather than a namespace so multiple VertexManager can be in one plugin (VideoMergeNew? :p).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6249 8ced0084-cf51-0410-be5f-012b33b47a6e
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fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
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