| Age | Commit message (Collapse) | Author |
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Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
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codes in default ini.
The local ini is not revision-specific because it would require renaming
everything. Meh.
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They were unused.
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This commit fixes issues with PAL games which use the incorrect feild
ordering.
We move all code that deals with indivudal fields from the indivudal
video plugins and VideoCommon and make VideoInterface always pass in
the start address of the whole XFB into VideoCommon.
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d3d9 or d3d11.
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Huge megacommit because a lot of things needed to be modified to make this
possible.
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error for a non-array and won't conflict with Windows macro names.
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Fixes issue 6486.
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convinced that i read that spaces must be used instead of tabs :)
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function is not supported
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this way everyone can check if their hardware support this feature in dx9
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make the distance of the samples from the center smaller to minimize errors.
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sadly one important functionality is impossible to implement correctly in this backend(zcomplock).
Still, I will try to fix as many issues as i can.
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Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
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Also, Mac OS X doesn't support DX9.
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cross-compatible versions of newlocale, uselocale and freelocale.
This commit fixes a rare race condition when generating shaders because setlocale is global.
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black screen in The House of the Dead 2.
Abbreviated some of the information in the window titlebar.
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Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
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Also update the comment headers for two functions in GCMemcard.cpp.
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since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
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Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Plugins/Plugin_VideoDX9/Src/main.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
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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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Sorry for that.
fix issue 6205
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backend.
handle v-sync changed while the emulation is running.
thanks to neobrain for pointing the missing functionality.
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Makes the logging look more orderly and less spammy when spitting out things.
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Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
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Convert all quads+triangles into trangle_strip and uses primitive restart to split them.
Speed up triangle_strip, but slows down all others primitive formats.
Only implemented in ogl.
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this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
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toggling vsync while emulation is running in OGL.
D3D9 still doesn't support changing vsync while emulation is running.
Fixes issue 6111.
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