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path: root/Source/Core/VideoCommon/VideoConfig.h
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2016-06-20analytics: Report OpenGL's adapter name too.Scott Mansell
2016-02-29Revert "Merge pull request #3578 from Armada651/forced-slow-depth"Jules Blok
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
2016-02-08VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.Jules Blok
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.
2016-01-06VideoSW: Use more VideoCommondegasus
Now we require lots of empty functions, but this removes by far more duplicated code.
2015-12-23Revert "Merge pull request #3076 from void-ghost/stereo3d_presets"Jules Blok
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
2015-12-19Merge pull request #3332 from degasus/masterScott Mansell
MSAA: Store samples in ini files.
2015-12-15MSAA: Store samples in ini files.degasus
2015-12-13VideoConfig: Change convergence setting to percentage value.Jules Blok
2015-11-05Remove the "Show EFB Copy Regions" debug option.Scott Mansell
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.
2015-10-03Merge pull request #3076 from void-ghost/stereo3d_presetsshuffle2
Stereo3d presets
2015-09-25Improved D3D and OGL AA option UIAnthony Serna
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.
2015-09-24VideoConfig/LocalConfig/HotkeyManager: Added hotkeys for switching stereo-3d ↵ghost
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.
2015-09-09VideoCommon: Drop "Disable destAlpha" hackdegasus
This option has no use any more, neither performance nor driver workaround.
2015-09-05Properly support MSAA and SSAA as separate features(+GLES)Ryan Houdek
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).
2015-09-01VI: Restore forced-progressive hack with optionbooto
Bugfix: TargetRefreshRate uses rounded result NTSC's 59.94 was becoming 59 with integer division.
2015-08-06OGL: Move copy_image variable into backend.degasus
2015-07-31Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ↵mirrorbender
ratios and VI scaling.
2015-06-21Support partial texture updates via efb copiesmimimi085181
2015-06-10Add UI Support for up to 8x Internal ResolutionsFog
2015-05-26Merge pull request #2162 from degasus/prefetch_texMarkus Wick
CustomTexture: prefetch all available textures
2015-05-25Merge pull request #2274 from degasus/disable_bboxRyan Houdek
Disable bbox
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-25VideoCommon: Make BBox emulation optionaldegasus
2015-05-22VertexShaderGen: Use correct depth output when glClipControl is supported.Jules Blok
2015-05-16CustomTexture: prefetch all available texturesdegasus
2015-02-24VideoCommon: rename efb2tex and efb2ramdegasus
2015-02-24VideoCommon: always enable efb copydegasus
2015-02-19Decode EFB copies used as paletted textures.magumagu
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..
2015-01-27Merge pull request #1948 from magumagu/remove-efb-cacheMarkus Wick
Remove EFB to RAM cache, and simplify code.
2015-01-25PostProcessing: Add support for user-supplied anaglyph shaders.Jules Blok
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-23Remove EFB to RAM cache, and simplify code.magumagu
2015-01-21CustomTexture: Convert old format automaticallydegasus
2015-01-19VideoConfig: Add exclusive mode flag.Jules Blok
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.
2015-01-13Merge pull request #1872 from degasus/texcacheMarkus Wick
Texcache cleanup 2
2015-01-11TexCache: rewrite level calculationdegasus
2015-01-02VideoConfig: Define a per-game minimum convergence value instead of a ↵Jules Blok
percentage boost.
2014-12-29VideoConfig: Fix convergence parameter.Jules Blok
Looks like a rebase failed somewhere.
2014-12-24VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"Jules Blok
Makes a little bit more sense.
2014-12-24VideoConfig: Rename Separation to Depth and update descriptions.Jules Blok
More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-18OGL: Don't generate a geometry shader if the backend doesn't support it.Jules Blok
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-14D3D: Add anaglyph stereoscopy support.Jules Blok
2014-12-14D3D: Add 3D vision support.Jules Blok
2014-11-24VideoConfig: Add separation and convergence modifiers to the game ini.Jules Blok
2014-11-24VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and ↵Jules Blok
introduce a separate section for it.
2014-11-24VideoConfig: Rename StereoFocalLength to StereoConvergence.Jules Blok
2014-11-23TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.Jules Blok
2014-11-23OGL: Add Top-and-Bottom stereoscopy mode.Jules Blok
2014-11-23VertexShaderManager: Add stereoscopy options to swap the left and right eye.Jules Blok
2014-11-23PostProcessing: Add support for anaglyph stereoscopy mode.Jules Blok