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path: root/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
AgeCommit message (Collapse)Author
2017-01-04VideoCommon: Make dst_alpha state implicit.degasus
2016-12-15TextureCache: Use same color coefficients for EFB2Tex as EFB2RAMStenzek
2016-12-06Common: Add alignment headerLéo Lam
Gets rid of duplicated alignment code.
2016-10-29DiscIO/SConfig: Rename GetUniqueID to GetGameIDJosJuice
We call this "game ID" everywhere else, and it's not actually completely unique.
2016-10-04PixelShaderGen: Drop dstAlphaMode constant in shader generation.degasus
It is already stored within the UID.
2016-07-29VideoCommon: Make API_TYPE an enum classLioncash
Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers.
2016-06-26Remove the rest of ShaderDebugging.Scott Mansell
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
2016-06-26Remove UID Checker.Scott Mansell
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
2016-06-26Multithreadded Shadergen: Second pass over Pixel Shadergen.Scott Mansell
Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future.
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-03-26D3D11: Simplify MSAA depth texture resolvingStenzek
This also fixes EFB depth buffer copies when MSAA is enabled.
2016-01-02VideoBackend: Get rid of a boolean globalLioncash
Also gets rid of global headers
2015-12-28D3D: Fix compilation error on windowsStenzek
2015-12-28Merge pull request #3295 from stenzek/d3d-xfb-msaaMarkus Wick
D3D: Fix multiple issues relating to MSAA
2015-12-15MSAA: Store samples in ini files.degasus
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.
2015-11-03VideoCommon: return code/uid from shader gensTillmann Karras
rather than passing in non-const references
2015-11-01VideoCommon: flush vertex manager if components changeTillmann Karras
2015-10-29ShaderCaches: remove unneeded typedefsTillmann Karras
2015-08-15Revert "VideoCommon: Clamp integer conversions."Jules Blok
This reverts commit 0f2c72f0f844c219e168faa7de8dd515f8723fdc.
2015-06-12Options: merge SCoreStartupParameter into SConfigdegasus
2015-05-26D3D: Depth range inversion.galop1n
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-08VideoCommon: Clamp integer conversions.Jules Blok
2015-05-08VideoBackends: Floor depth values in depth copy shaders.Jules Blok
2015-05-08VideoBackends: Use proper floating point depth precision.Jules Blok
2015-05-06PixelShaderCache: Fix MSAA depth copy shader.Jules Blok
2015-05-05VideoBackends: Implement depth copy shaders with integer math.Jules Blok
2015-01-02Anaglyph: Use matrices instead of vectors.Jules Blok
2015-01-02PixelShaderCache: Implement Dubois algorithm in anaglyph shader.Jules Blok
2014-12-27PixelShaderCache: Don't use GetDimensions() for the sample count.Jules Blok
This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-21PixelShaderCache: Support stereoscopic EFB format changes.Jules Blok
2014-12-18D3D: Use ROUND_UP macro for rounding buffer sizes.Jules Blok
2014-12-14CosmeticsJules Blok
2014-12-14D3D: Define decimals in floating point numbersJules Blok
2014-12-14PixelShaderCache: Fix MSAA shaders.Jules Blok
Various typos were introduced due to lack of testing.
2014-12-14D3D: Add anaglyph stereoscopy support.Jules Blok
2014-12-14PixelShaderCache: Add texture array support to static shaders.Jules Blok
2014-12-14D3D: Add SBS/TAB output support.Jules Blok
2014-08-30D3D: Clean up brace placementsLioncash
2014-08-17Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes ↵KScorp
some graphical glitches in some games.
2014-07-11avoid the extern keyword in .cpp filesdegasus
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.
2014-06-18Kill off replaceable usages of s[n]printf.Lioncash
2014-03-14Kill off some usages of c_str.Lioncash
Also changes some function params, but this is ok. Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-11Fixes spacing for "for", "while", "switch" and "if"Matthew Parlane
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.
2014-03-09clang-modernize -use-nullptrTillmann Karras
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-02-18Convert all includes to relative paths.Lioncash
2014-02-13Turn loops into range-based formTillmann Karras
and some things suggested by cppcheck and compiler warnings.