| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2025-11-22 | AudioCommon / VideoBackends / WinUpdater - cleanup WRL code | oltolm | |
| 2025-08-23 | VideoBackends / VideoCommon: rename member variables in RenderState to be ↵ | iwubcode | |
| consistent | |||
| 2025-08-17 | VideoBackends: allow custom pixel uniforms to be passed to the vertex shader ↵ | iwubcode | |
| as well | |||
| 2025-03-17 | Enable anisotropic filtering when the game requests it | Pokechu22 | |
| 2025-03-09 | VideoCommon: Move backend_info out of VideoConfig struct. | Jordan Woyak | |
| 2023-10-06 | VideoBackends / VideoCommon: add new uniform buffer object for custom shader ↵ | iwubcode | |
| materials (slot 3, geometry shader buffer moves to slot 4 if available) | |||
| 2023-06-28 | VideoBackends: support multiple compute images for some backends (D3D, OGL, ↵ | iwubcode | |
| Vulkan) | |||
| 2023-06-03 | VideoBackends: add support to allow rendering to multiple output textures | iwubcode | |
| 2023-02-24 | VideoBackends: rework d3d11 to specify samplers/bound textures using a ↵ | iwubcode | |
| bitset with a constant size, instead of hardcoding each individual enumeration value | |||
| 2023-02-10 | VideoCommon: add constant value to set the allowed maximum number of pixel ↵ | iwubcode | |
| samplers | |||
| 2022-12-18 | Common: Use C++20 <bit> header in BitSet.h | JosJuice | |
| 2022-06-24 | D3D / VideoCommon: generate HLSL from SPIRV | iwubcode | |
| 2022-01-09 | VideoBackends/D3D11: Include HRESULT in error messages | Pokechu22 | |
| 2022-01-09 | VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG | Pokechu22 | |
| 2021-12-10 | Treewide: Adjust order of includes | Pokechu22 | |
| 2021-11-17 | VideoCommon: Expose SamplerState to shaders | Pokechu22 | |
| The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly. | |||
| 2021-07-05 | treewide: convert GPLv2+ license info to SPDX tags | Pierre Bourdon | |
| SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel. | |||
| 2021-03-06 | Convert BPMemory to BitField and enum class | Pokechu22 | |
| Additional changes: - For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare. (Shift has also been renamed to scale) - In TexMode0, min_filter has been split into min_mip and min_filter. - In TexImage1, image_type is now cache_manually_managed. - The unused bit in GenMode is now exposed. - LPSize's lineaspect is now named adjust_for_aspect_ratio. | |||
| 2021-01-27 | rename D3DCommon/Common to D3DCommon/D3DCommon | Shawn Hoffman | |
| 2020-11-09 | D3D: Migrate logging over to fmt | Lioncash | |
| Migrates the logging over to the fmt-capable logger. | |||
| 2019-07-29 | D3D11: Add extra logging to StateCache::Get | Silent | |
| 2019-07-29 | D3D11: Query for output merger logic op support and use logic op code only ↵ | Silent | |
| if supported Previously code assumed that if DX11.1 runtime is supported, logic ops will, but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops. This created pretty jarring visual artifacts, which now should be gone OR replaced with much less jarring errors. | |||
| 2019-07-29 | D3D11: Ownership fixes for objects in D3DState | Silent | |
| 2019-03-29 | D3D11: Make stateman a unique_ptr | Stenzek | |
| 2019-03-29 | D3D11: Use ComPtr smart pointer where possible | Stenzek | |
| 2019-03-29 | D3D11: Use D3DCommon where appropriate | Stenzek | |
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2018-04-23 | Common: Move BitSet helper functions into the Common namespace | Lioncash | |
| 2018-03-10 | D3D: Make StateCache thread safe | Stenzek | |
| 2018-02-22 | D3D: Remove state stack from tracker, set explicitly instead | Stenzek | |
| 2017-11-22 | D3D: Make state cache part of Renderer and not static | Stenzek | |
| 2017-10-27 | Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher ↵ | Tommaso Checchi | |
| IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient. | |||
| 2017-09-11 | VideoBackends: Move SamplerState to common | Stenzek | |
| 2017-09-11 | Renderer: Move cull mode to a rasterization state object | Stenzek | |
| Also moves logic for primitive handling to VideoCommon. | |||
| 2017-09-11 | Renderer: Move depth state to VideoCommon and seperate from bpmem | Stenzek | |
| 2017-09-05 | D3D: Properly handle dual source blending | iwubcode | |
| 2017-09-04 | D3D: Support logic op through integer render target view | Stenzek | |
| This brings D3D to parity with OpenGL and Vulkan. | |||
| 2017-09-03 | D3D11: Use blending state from VideoCommon | Stenzek | |
| 2017-09-02 | D3D: Eliminate redundant ID3D11DeviceChild* casts | Lioncash | |
| 2017-07-30 | D3D: Uber shader support | Stenzek | |
| 2016-10-10 | VideoBackends: Always enable dual-source blending if supported. | Jules Blok | |
| 2016-08-15 | VideoBackends: Enable depth clamping. | Jules Blok | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-03-24 | VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function | EmptyChaos | |
| 2016-03-24 | VideoBackends: Do not use Anisotropy on Point filtered textures. | EmptyChaos | |
| The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on. | |||
| 2015-09-26 | Common: Remove other Common prefixed headers from Common.h | Lioncash | |
| 2015-06-28 | Use emplace() instead of insert() where applicable for maps. | Lioncash | |
| 2015-06-19 | Fix aniso filtering on d3d to not set aniso filter when using 1x | Matthew Parlane | |
| 2015-05-26 | D3D: Depth range inversion. | galop1n | |
| Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit. | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
