| Age | Commit message (Collapse) | Author |
|
|
|
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
|
|
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.
|
|
Now we require lots of empty functions, but this removes by far more duplicated code.
|
|
This reverts commit 81414b4fa2edadf0b2a2bb0bd4df61dd59165eec, reversing
changes made to b926061f641692ae31bacbeba304f5941db7d3bc.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
|
|
MSAA: Store samples in ini files.
|
|
|
|
|
|
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.
And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.
Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
|
|
Stereo3d presets
|
|
Removed Quality Levels from D3D AA options
Dropdown text now shows whether you're applying MSAA or SSAA
Added a description for SSAA
Moved SSAA checkbox
Cleaned up AA in backends slightly. Supported modes is now a list of ints.
|
|
presets.
Added 3 depth/convergence presets. They are adjustable via (existing) hotkeys - changes to depth and convergence are applied to current preset.
Added 3 hotkeys for activating presets. Added hotkey for toggle between first and second preset.
Added OSD message for convergence/depth changes.
Presets are saved into per-game configs.
|
|
This option has no use any more, neither performance nor driver workaround.
|
|
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.
With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
|
|
Bugfix: TargetRefreshRate uses rounded result
NTSC's 59.94 was becoming 59 with integer division.
|
|
|
|
ratios and VI scaling.
|
|
|
|
|
|
CustomTexture: prefetch all available textures
|
|
Disable bbox
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
|
|
Remove EFB to RAM cache, and simplify code.
|
|
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
|
|
|
|
|
|
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
|
|
Texcache cleanup 2
|
|
|
|
percentage boost.
|
|
Looks like a rebase failed somewhere.
|
|
Makes a little bit more sense.
|
|
More accurate since it's not a real IPD and Nvidia also calls it depth.
|
|
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
|
|
|
|
|
|
|
|
introduce a separate section for it.
|
|
|
|
|
|
|
|
|
|
|