dolphin/Source/Core/VideoCommon/Src
Rodolfo Osvaldo Bogado 8de76f8fe8 ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
..
OpenCL OpenCL: Fixed and enabled CMPR decompression 2009-10-22 01:42:21 +00:00
AVIDump.cpp
AVIDump.h
BPFunctions.h D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed. 2010-01-12 23:40:30 +00:00
BPMemory.cpp
BPMemory.h fix Jit64::fmrx (well, fixes soul calibur 2 SPS at least) cottonvibes wrote this :) 2009-10-29 04:01:31 +00:00
BPStructs.cpp D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed. 2010-01-12 23:40:30 +00:00
BPStructs.h
CommandProcessor.cpp This could alleviate the suffering of dual core synchronization a bit. 2010-01-14 10:52:14 +00:00
CommandProcessor.h Fixed Issue 1711 (a bug that prevents some games from booting) 2009-12-31 16:25:12 +00:00
CPMemory.cpp
CPMemory.h
DataReader.h
Fifo.cpp This could alleviate the suffering of dual core synchronization a bit. 2010-01-14 10:52:14 +00:00
Fifo.h 1. This should fix Issue 1625 (Bizarre Auto Frame Limit) 2010-01-07 20:01:41 +00:00
HiresTextures.cpp
HiresTextures.h DX9: - Add hires texture loading. 2009-12-22 06:47:42 +00:00
ImageWrite.cpp
ImageWrite.h
IndexGenerator.cpp
IndexGenerator.h
LookUpTables.h
memcpy_amd.cpp
NativeVertexFormat.h
NativeVertexWriter.cpp
NativeVertexWriter.h
OnScreenDisplay.cpp
OnScreenDisplay.h
OpcodeDecoding.cpp STAND BACK - NEWLINE POLICE 2009-11-15 22:26:39 +00:00
OpcodeDecoding.h
PixelEngine.cpp small code cleanup: rename "dual core" stuff to CPUThread, bOnThread, etc. 2009-10-23 15:26:35 +00:00
PixelEngine.h Moving pixel engine and command processor from core to video common. This will break previous save states. Adds decoding single pixels to texture decoder. 2009-10-10 21:19:39 +00:00
PixelShaderGen.cpp ok big changes here: 2010-01-15 15:52:08 +00:00
PixelShaderGen.h Implemented secondary path for hardware with no multiples render target support, so please a lot of testing from people with problems in the last release. 2009-11-10 12:45:03 +00:00
PixelShaderManager.cpp NSMB background fix. Fixes 1654. 2009-12-21 20:30:01 +00:00
PixelShaderManager.h a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback 2009-11-19 02:28:41 +00:00
Profiler.cpp
Profiler.h
Render.h ok big changes here: 2010-01-15 15:52:08 +00:00
SConscript Delete the misnamed GlobalControl.cpp/h, move the (ugly) projection hack code that was there into VertexShaderManager where it belongs. 2009-12-05 13:56:23 +00:00
Statistics.cpp
Statistics.h
TextureConversionShader.cpp mixed commit: 2009-12-07 18:48:31 +00:00
TextureConversionShader.h Well this commit has 2 parts: 2009-11-20 18:46:30 +00:00
TextureDecoder.cpp ok big changes here: 2010-01-15 15:52:08 +00:00
TextureDecoder.h mixed commit: 2009-12-07 18:48:31 +00:00
VertexLoader_Color.cpp
VertexLoader_Color.h
VertexLoader_Normal.cpp
VertexLoader_Normal.h
VertexLoader_Position.cpp
VertexLoader_Position.h
VertexLoader_TextCoord.cpp
VertexLoader_TextCoord.h
VertexLoader.cpp Fix missing shading in NSMBWii etc in the D3D plugin. Now, I'm not entirely sure why the existing code didn't work properly, but hey, this fixes it :) 2010-01-12 00:08:02 +00:00
VertexLoader.h
VertexLoaderManager.cpp
VertexLoaderManager.h
VertexShaderGen.cpp this is a dev commit, a cleanup in the pixel shader generator to make the generate code a lot cleaner and readable, and a little fill rate optimization when using alpha test, i don't thing any game is limited by fill rate but the code looks more cleaner and is ordered in the same way is executed in hardware. 2010-01-12 03:39:14 +00:00
VertexShaderGen.h
VertexShaderManager.cpp minor code cleanup 2009-12-05 14:01:29 +00:00
VertexShaderManager.h Delete the misnamed GlobalControl.cpp/h, move the (ugly) projection hack code that was there into VertexShaderManager where it belongs. 2009-12-05 13:56:23 +00:00
VideoCommon.h
VideoConfig.cpp Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen. 2010-01-13 21:11:02 +00:00
VideoConfig.h Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen. 2010-01-13 21:11:02 +00:00
VideoState.cpp Moving pixel engine and command processor from core to video common. This will break previous save states. Adds decoding single pixels to texture decoder. 2009-10-10 21:19:39 +00:00
VideoState.h
XFBConvert.cpp Woops, that is why getting work group size failed 2009-10-07 07:44:35 +00:00
XFBConvert.h
XFMemory.cpp
XFMemory.h a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback 2009-11-19 02:28:41 +00:00
XFStructs.cpp a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback 2009-11-19 02:28:41 +00:00
XFStructs.h