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2015-09-03VideoCommon: xfb height calculation adjustedbooto
Baten Kaitos allocates its XFBs from a tagged heap structure. With the old calculation, too many lines were being written so the tag of the allocation after the XFB was being corrupted. Fixes crash mentioned in this comment: https://code.google.com/p/dolphin-emu/issues/detail?id=7734#c6
2015-09-03Merge pull request #2686 from booto/field-timingScott Mansell
VI: derive field timing from VI registers
2015-09-02Merge pull request #2937 from lioncash/enumsMarkus Wick
VideoCommon: Convert some defines into enums
2015-09-01Fix building with PCH disabled.Rohit Nirmal
2015-09-01PixelShaderGen: Use spaces instead of tabs for vertical alignmentLioncash
2015-09-01PixelShaderGen: Move defines into the implementation fileLioncash
These aren't used outside of it. This also reduces the amount of things in the global namespace.
2015-09-01BPMemory/XFMemory: Convert defines to enumsLioncash
These actually convey a concrete type, as well as also providing a symbolic constant during debugging.
2015-09-01VI: Restore forced-progressive hack with optionbooto
Bugfix: TargetRefreshRate uses rounded result NTSC's 59.94 was becoming 59 with integer division.
2015-09-01VI: derive field timing from VI registersbooto
2015-08-31VertexLoader_Color: Mark translation-unit-local functions staticLioncash
2015-08-31VertexLoader_Color: Get rid of some pointer castsLioncash
2015-08-29Merge pull request #2917 from Sonicadvance1/android_fix_sgs6Markus Wick
[Android] Workaround Mali driver issue on the Samsung Galaxy S6.
2015-08-28Fix building with PCH disabled.Rohit Nirmal
2015-08-28Merge pull request #2918 from lioncash/memcpyMarkus Wick
DataReader: Get rid of pointer casts
2015-08-28[Android] Workaround Mali driver issue on the Samsung Galaxy S6.Ryan Houdek
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync. Both the driver versions are r5p0, but the md5sums of the blob differ. To work around the issue, make sure to never disable vsync by calling eglSwapInterval. We can't actually determine the driver version on Android yet. So until the driver version lands that displays the driver version string in the GL_VERSION string we will need to keep this workaround enabled at all times, which is a bit annoying. Current mali drivers return the video driver version in one of the EGL strings you can query. The issue with that is that Android eats all of those strings, so we can't query it.
2015-08-27Merge pull request #2913 from Tilka/fix_warning_fixflacs
AVIDump: fix -Wsign-compare warning
2015-08-27DataReader: Get rid of pointer castsLioncash
2015-08-26Jit64: some byte-swapping changesTillmann Karras
2015-08-24Merge pull request #2895 from Sonicadvance1/qualcomm_workaround_gles31Ryan Houdek
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
2015-08-22Merge pull request #2883 from degasus/masterRyan Houdek
Profiler: Sort output by total time
2015-08-22Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.Ryan Houdek
Their new driver that supports GLES3.1 + AEP has issues with it. At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them. I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22Fix the shader overrunning our max shader size.Ryan Houdek
The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more. Double our maximum shader size to compensate. Fixes issue #8860
2015-08-21AVIDump: fix -Wsign-compare warningTillmann Karras
Cast the other side of the comparison to avoid a warning with newer ffmpeg/libav versions (cb3591e69738c808d26ba15eb02414fedfcd91cc).
2015-08-20Profiler: Sort output by total timedegasus
2015-08-20Merge pull request #2874 from barat/masterMarkus Wick
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-19VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GBBartosz Telesiński
2015-08-19Fix some compilation warningsDominic Chen
2015-08-17Merge pull request #2861 from lioncash/paramMarkus Wick
VideoCommon: Remove unused parameters
2015-08-16TextureConversionShader: Remove an unused parameterLioncash
2015-08-16VertexShaderManager: Remove unused parameterLioncash
2015-08-15Revert "VideoCommon: Clamp integer conversions."Jules Blok
This reverts commit 0f2c72f0f844c219e168faa7de8dd515f8723fdc.
2015-08-06DriverDetails: Disable GL_ARB_copy_image on mesa.degasus
2015-08-06OGL: Move copy_image variable into backend.degasus
2015-08-01Widescreen Heuristic: Cleanup code.Scott Mansell
2015-08-01Make the GameCube game widescreen heuristic smarter.Scott Mansell
The last heuristic wasn't quite smart enough and had a few false positives in Mario Kart: Double Dash and Metroid prime 2. Now we only activate if the game is rendering a 16:9 projection to a 4:3 viewport.
2015-07-31Fix code to comply with coding styleunknown
2015-07-31Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ↵mirrorbender
ratios and VI scaling.
2015-07-29Merge pull request #2769 from phire/autodetect_widescreenScott Mansell
Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
2015-07-27VideoCommon: reduce level of debug outputbooto
2015-07-27Heuristic to detect if a gamecube game is rendering 16:9 widescreen.Scott Mansell
Someone suggested on IRC that we should make a database of memory locations in GameCube games which contain the 'Widescreen' setting so we can automatically detect if the game is in 4:3 or 16:9 mode. But that's hardly optimal, when the game actually tells the gpu what aspect ratio to render in. 10 min and 6 lines of code later, this is the result. Not only does it detect the correct aspect ratio it does so on the fly. I'm a little suprised nobody thought about doing this before.
2015-07-26Video: Trying to fix D3D/XFB disabled regressionbooto
2015-07-25Video: stride in bytes rather than pixelsbooto
2015-07-25RealXFB sizes don't get scaled by IRbooto
When calculating the size of the undisplayed margin in the case where fbWidth != fbStride for RealXFB for displaying in the output window, we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25Video: respect stride of efb copies to xfbbooto
2015-07-22Merge pull request #2759 from Sonicadvance1/pvr_workaround2Ryan Houdek
Work around PowerVR's shader compiler.
2015-07-22Merge pull request #2757 from Sonicadvance1/pvr_workaroundRyan Houdek
Work around slow glBufferSubData on PowerVR.
2015-07-22Merge pull request #2679 from Tinob/masterMarkus Wick
Implement scaled partial texture updates
2015-07-20Work around PowerVR's shader compiler.Ryan Houdek
This bug has been reported to IMGTec at https://pvrsupport.imgtec.com/ticket/472 The basic idea of the bug is that if you're doing a bitwise and of a constant value vector with a constant scalar value, this causes PowerVR's shader compiler to fail out with a very non-descriptive message. Working around the issue by making the value a vector that it is being masked by.
2015-07-20Work around slow glBufferSubData on PowerVR.Ryan Houdek
As with all tiled renderers, glBufferSubData is terribly slow. Use glBufferData as typical.
2015-07-08Disables assert messages that seem to be invalid.Justin Chadwick