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path: root/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
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2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2015-12-08D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA ↵Stenzek
is enabled, real XFB filtering Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples. Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-11-18Merge pull request #3191 from lioncash/rektMarkus Wick
MathUtil: Minor changes to Rectangle
2015-11-15D3D-TextureEncoder: Remove TCache::Entry usagedegasus
2015-10-22TextureCacheBase: Change CacheLinesPerRow to BytesPerRowLioncash
2015-10-20MathUtil: Make Rectangle constructors and equality operator constexprLioncash
2015-09-17Remove segfault from DX11 backend.Scott Mansell
Instead of blindly using the expected width, clamp it to the stride of the buffer which dx11 returns. This prevents use from reading invalid memory at the end of textures. This doesn't solve the base issue of what to do when a game tries to copy from outside the efb. On real hardware it returns random noise (biased to all ones)
2015-09-06Move common EFB copy code into VideoCommonScott Mansell
Addded a few duplicated depth copy texture formats to the enum in TextureDecoder.h. These texture formats were already implemented in TextureCacheBase and the ogl/dx11 texture cache implementations.
2015-09-05Cleanup and unify handling of efb copy stride.Scott Mansell
2015-06-28Use emplace() instead of insert() where applicable for maps.Lioncash
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-02-12D3D: Add debug object name for efb encoder pixel shadermr.greywater
2015-02-08D3D: Fixed crash rendering EFB textures with MSAAmr.greywater
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-01-25Remove some debugging junk.magumagu
2015-01-25Use linear sampling in ScaleByHalf mode.magumagu
2015-01-25Fix stupid mistake.magumagu
2015-01-25More work.magumagu
2015-01-25WIP.magumagu
2014-12-18D3D: Set the geometry shader before every draw call.Jules Blok
And refactor the VertexManager draw call.
2014-12-14D3D: Define decimals in floating point numbersJules Blok
2014-12-14PSTextureEncoder: Add texture array support.Jules Blok
We only read the first slice, because EFB2RAM doesn't support texture arrays.
2014-12-07D3D: Fixed debug validation errorYuriy O'Donnell
A texture was still being bound when OMSetRenderTargets is called. State manager resource cache must be flushed to unbind it. This fixes The Last Story cut scene rendering.
2014-12-07D3D: Fixed StateManager member function name caseYuriy O'Donnell
2014-12-07D3D: Implemented context state cachingYuriy O'Donnell
This avoids most of the redundant API calls.
2014-10-15D3D: moved render state cache implementation to D3DState.h/cppYuriy O'Donnell
2014-07-07D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]ShaderLioncash
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well. This also kills off some sprintf_s calls.
2014-04-15D3D11 backend: fix rounding in texture encoder.magumagu
We need to explicitly round when converting colors from float to uint because multiplying a normalized float by 255 might not result in a whole number. (The exact result here may vary depending on your drivers/hardware.) Ideally, we shouldn't be using floating point here, but fixing that is a much more complicated patch. Fixes gxtest TEV tests using Intel HD 4000.
2014-03-25BPMemory: Make use of BitField in a number of structures.Tony Wasserka
2014-03-25BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as ↵Tony Wasserka
enumerations.
2014-03-09clang-modernize -use-nullptrTillmann Karras
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-02-20Fix more header sorting issues in VideoBackends/ (now check-includes clean).Pierre Bourdon
2014-02-18Convert all includes to relative paths.Lioncash
2014-02-13Turn loops into range-based formTillmann Karras
and some things suggested by cppcheck and compiler warnings.
2014-01-06D3D: Verbosify an error message.NeoBrainX
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre