<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f039149198657c1891e1c6462ed30c31ed4b8486'/>
<id>f039149198657c1891e1c6462ed30c31ed4b8486</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureCache: Implement deferred/batched EFB copies</title>
<updated>2018-11-07T06:25:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-02T14:17:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8e2c063d6219b01037d1cb5bdb009000e52d8479'/>
<id>8e2c063d6219b01037d1cb5bdb009000e52d8479</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>EFB2RAM: Apply copy filter as a float coefficient after sampling</title>
<updated>2018-05-22T02:24:08+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-22T02:14:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f74dbc794c124e6f1c5d5f60ff1d6fe65acc379f'/>
<id>f74dbc794c124e6f1c5d5f60ff1d6fe65acc379f</id>
<content type='text'>
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D/Vulkan: Fix incorrect clamp in EFB RAM copy</title>
<updated>2018-05-10T14:32:39+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-10T14:32:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3493d738caef38e00acb855c096f2a414d17efec'/>
<id>3493d738caef38e00acb855c096f2a414d17efec</id>
<content type='text'>
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This could cause darker-than-expected EFB copies if clamping was not
enabled, and the user forced EFB copies to RAM only.
</pre>
</div>
</content>
</entry>
<entry>
<title>Implement EFB copy filter and gamma in hardware backends</title>
<updated>2018-04-29T09:05:20+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-04-29T08:52:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9e798eec94a8ebe94c1ef8270b504b5698b2a0f5'/>
<id>9e798eec94a8ebe94c1ef8270b504b5698b2a0f5</id>
<content type='text'>
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
</pre>
</div>
</content>
</entry>
<entry>
<title>Assert: Uppercase assertion macros</title>
<updated>2018-03-15T02:03:12+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-03-15T00:34:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=50a476c3714b3c423609ec04ce424c244bd2a1c1'/>
<id>50a476c3714b3c423609ec04ce424c244bd2a1c1</id>
<content type='text'>
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
</pre>
</div>
</content>
</entry>
<entry>
<title>AbstractTexture: Support multisampled abstract texture</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T05:03:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6374a4c4a80e88eea2e5914fb84e393c91ec65af'/>
<id>6374a4c4a80e88eea2e5914fb84e393c91ec65af</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Restore the framebuffer as part of the API state</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-09T11:41:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=887e3830bac95b0418201af337756564c89963d0'/>
<id>887e3830bac95b0418201af337756564c89963d0</id>
<content type='text'>
It's not often we switch out to draw to the EFB anyway.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
It's not often we switch out to draw to the EFB anyway.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Rename TextureConversionShader namespace.</title>
<updated>2017-12-02T14:17:39+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2017-11-25T10:13:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e2a9ee384f737b78f55a1bdd56e928bd33d802ba'/>
<id>e2a9ee384f737b78f55a1bdd56e928bd33d802ba</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Use new readback methods for EFB2RAM</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-10-30T13:11:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=752dd4761d292c94623b166403733847c198162a'/>
<id>752dd4761d292c94623b166403733847c198162a</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
</feed>
