| Age | Commit message (Collapse) | Author |
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GameINI: Replace Wii.Widescreen with AspectRatio
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Instead, add a SuggestedAspectRatio option which tells Dolphin which
aspect ratio to use when the aspect ratio option is set to Auto.
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Support loading BC7 (BPTC) textures from DDS files
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
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Also moves the host config checks to common.
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Contains all host state that can affect shadergen.
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Value was set but not used.
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This code hadn't been touched since 2010. Nowadays, the panic alert
setting is loaded by ConfigManager and applied in UICommon.
VideoConfig has no business messing with it.
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This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
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w=1. This fixes some games at higher IRs.
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@JMC47 requested this to be able to do performance comparisons.
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This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
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Add configurable video dump bitrate to INI
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Makes it easier to disable the cache while working on the shaders.
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This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
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These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
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Aren't indirect includes great?
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VideoCommon: Make API_TYPE an enum class
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
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* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
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This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
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Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
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VideoConfig: Don't give warnings for per-game stereoscopy parameters.
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Now we require lots of empty functions, but this removes by far more duplicated code.
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We don't throttle by frames, we throttle by coretiming speed.
So looking up VI for calculating the speed was just very wrong.
The new ini option is a float, 1.0f for fullspeed.
In the GUI, percentual values are used.
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