| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2015-12-08 | D3D: 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. | |||
| 2015-11-18 | Merge pull request #3191 from lioncash/rekt | Markus Wick | |
| MathUtil: Minor changes to Rectangle | |||
| 2015-11-15 | D3D-TextureEncoder: Remove TCache::Entry usage | degasus | |
| 2015-10-22 | TextureCacheBase: Change CacheLinesPerRow to BytesPerRow | Lioncash | |
| 2015-10-20 | MathUtil: Make Rectangle constructors and equality operator constexpr | Lioncash | |
| 2015-09-17 | Remove 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) | |||
| 2015-09-06 | Move common EFB copy code into VideoCommon | Scott 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. | |||
| 2015-09-05 | Cleanup and unify handling of efb copy stride. | Scott Mansell | |
| 2015-06-28 | Use emplace() instead of insert() where applicable for maps. | Lioncash | |
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-02-12 | D3D: Add debug object name for efb encoder pixel shader | mr.greywater | |
| 2015-02-08 | D3D: Fixed crash rendering EFB textures with MSAA | mr.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. | |||
| 2015-01-25 | Remove some debugging junk. | magumagu | |
| 2015-01-25 | Use linear sampling in ScaleByHalf mode. | magumagu | |
| 2015-01-25 | Fix stupid mistake. | magumagu | |
| 2015-01-25 | More work. | magumagu | |
| 2015-01-25 | WIP. | magumagu | |
| 2014-12-18 | D3D: Set the geometry shader before every draw call. | Jules Blok | |
| And refactor the VertexManager draw call. | |||
| 2014-12-14 | D3D: Define decimals in floating point numbers | Jules Blok | |
| 2014-12-14 | PSTextureEncoder: Add texture array support. | Jules Blok | |
| We only read the first slice, because EFB2RAM doesn't support texture arrays. | |||
| 2014-12-07 | D3D: Fixed debug validation error | Yuriy 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. | |||
| 2014-12-07 | D3D: Fixed StateManager member function name case | Yuriy O'Donnell | |
| 2014-12-07 | D3D: Implemented context state caching | Yuriy O'Donnell | |
| This avoids most of the redundant API calls. | |||
| 2014-10-15 | D3D: moved render state cache implementation to D3DState.h/cpp | Yuriy O'Donnell | |
| 2014-07-07 | D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader | Lioncash | |
| 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. | |||
| 2014-04-15 | D3D11 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. | |||
| 2014-03-25 | BPMemory: Make use of BitField in a number of structures. | Tony Wasserka | |
| 2014-03-25 | BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as ↵ | Tony Wasserka | |
| enumerations. | |||
| 2014-03-09 | clang-modernize -use-nullptr | Tillmann Karras | |
| and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine | |||
| 2014-02-20 | Fix more header sorting issues in VideoBackends/ (now check-includes clean). | Pierre Bourdon | |
| 2014-02-18 | Convert all includes to relative paths. | Lioncash | |
| 2014-02-13 | Turn loops into range-based form | Tillmann Karras | |
| and some things suggested by cppcheck and compiler warnings. | |||
| 2014-01-06 | D3D: Verbosify an error message. | NeoBrainX | |
| 2013-12-31 | Remove unnecessary Src/ folders | Jasper St. Pierre | |
