Commit graph

30 commits

Author SHA1 Message Date
Jules Blok
77bc879384 D3D: Add exclusive fullscreen support. 2014-07-19 21:14:44 +02:00
Jules Blok
3b978f7c27 Turn the FPSCounter namespace into a class. 2014-07-16 20:40:40 +02:00
Jules Blok
1754cbda9d Move FPSCounter calls to RenderBase. 2014-07-10 23:11:09 +02:00
Lioncash
00efaedb02 FPS counter cleanup
- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
  logging.
2014-07-02 20:23:09 -04:00
degasus
924ad1ee9f LightingShader: hard code const variable 2014-06-19 16:46:53 +02:00
degasus
d93f2973f7 PixelShader: use the vertex const buffer for ppl 2014-06-19 16:33:33 +02:00
Jules Blok
6c52ec93b7 D3D: Reset viewport before drawing the OSD. 2014-06-16 23:34:54 +02:00
Armada
f2759ffe65 Remove EmuWindow.
All it did was raise complexity.
2014-06-15 00:49:49 +02:00
Lioncash
1583ce9363 Use strings instead of arbitrary buffers for video statistics 2014-05-25 21:11:29 -04:00
magumagu
1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu
f9d2f7e88c D3D11: Use appropriate shader for PEEK_Z.
Trying to use GetDepthMatrixProgram outside of
TCacheEntry::FromRenderTarget is a bad idea, so don't.  Instead, use a
shader which only copies the input.

Fixes lens flare depth test in Twilight Princess. See
http://code.google.com/p/dolphin-emu/issues/detail?id=5999 .
2014-03-30 19:50:53 -07:00
Tony Wasserka
8941f19cdb BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as enumerations. 2014-03-25 23:57:58 +01:00
Lioncash
a82675b7d5 Kill off some usages of c_str.
Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-14 13:51:23 -04:00
Matthew Parlane
31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
Tillmann Karras
d802d39281 clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Pierre Bourdon
425f9dcd51 Fix more header sorting issues in VideoBackends/ (now check-includes clean). 2014-02-20 01:01:11 +01:00
Lioncash
2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00
Lioncash
3fd87a7636 Second and final pass of clearing out tabs. 2014-02-17 02:19:41 -05:00
Ryan Houdek
6b5f6ddaa1 Merge pull request #82 from lioncash/vertical-alignment
Fix some vertical alignments
2014-02-16 19:12:42 -06:00
Lioncash
6c4ee1753a Fix some vertical alignments
ie. uses spaces for alignment.
2014-02-16 20:12:05 -05:00
Tony Wasserka
de5bfd0bce Merge pull request #37 from degasus/VideoCommonApiFixes
VideoCommon API cleanups
2014-02-16 22:08:28 +01:00
Pierre Bourdon
92f8d93e96 Remove the old MMIO access "interface". 2014-02-16 19:22:40 +01:00
degasus
647aad0a19 inline SetViewport into VertexShaderManager 2014-02-15 21:09:42 +01:00
degasus
d5f1f0d4a9 merge some common parts of Swap() into VideoCommon 2014-02-15 11:33:43 +01:00
degasus
3551259c7a use EFBRectangle for scissor rect
This one is backend independed. The backend should recalc such things on their own.
2014-02-15 11:33:43 +01:00
degasus
5a660c27bc rename UpdateViewport to SetViewport like all others setters in RenderBase.h 2014-02-15 11:33:43 +01:00
degasus
010a0d481a VideoCommon: remove Cache Displaylist
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.

v2: also remove dlc_desc
2014-01-31 07:30:55 +01:00
crudelios
9b6c6fa9e4 BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
degasus
eb310cbd1d VideoCommon: disable efb access + perf querys on cph thread
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.

So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00
Jasper St. Pierre
34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00
Renamed from Source/Core/VideoBackends/D3D/Src/Render.cpp (Browse further)