| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-01-23 | RenderBase: Forward declare EFBAccessType | Lioncash | |
| 2017-01-23 | VideoBackendBase: Convert EFBAccessType into an enum class | Lioncash | |
| 2017-01-04 | VideoCommon: Make dst_alpha state implicit. | degasus | |
| 2016-12-27 | VideoBackends: Clamp the range to the maximum depth value supported in the z ↵ | Jules Blok | |
| buffer. | |||
| 2016-12-27 | VideoBackends: Use the full depth range when inverted depth range is ↵ | Jules Blok | |
| unsupported. | |||
| 2016-12-27 | VideoCommon: Don't process the depth range in the vertex shader if it's not ↵ | Jules Blok | |
| oversized. | |||
| 2016-12-09 | TextureCacheBase: Eliminate static state | Lioncash | |
| 2016-11-28 | VideoCommon: Remove backbuffer size parameters from methods | Stenzek | |
| We have the s_backbuffer_{width,height} fields to represent this, so there's no point in passing them as parameters every time. | |||
| 2016-11-27 | Remove unnecessary ConfigManager includes | Léo Lam | |
| Making changes to ConfigManager.h has always been a pain, because it means rebuilding half of Dolphin, since a lot of files depend on and include this header. However, it turns out some includes are unnecessary. This commit removes ConfigManager includes from files which don't contain SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the ConfigManager include is not used). (I've also had to get rid of some indirect includes.) | |||
| 2016-11-13 | Cosmetics. | Jules Blok | |
| 2016-11-11 | Frame: Use PauseAndLock when switching fullscreen modes. | Jules Blok | |
| This allows us to regain exclusive mode directly from OnActive(). | |||
| 2016-11-11 | D3DBase: Create the swapchain in fullscreen mode if enabled. | Jules Blok | |
| 2016-11-11 | D3D: Move exclusive mode switching to UI thread. | Jules Blok | |
| This prevents deadlocks when switching to exclusive mode. And it also allows the CPU thread to block until we've completed the switch. | |||
| 2016-11-04 | AVIDump: Add a struct for the state. | degasus | |
| So AddFrame use no global state and can be threaded well. | |||
| 2016-10-21 | Merge pull request #4194 from Armada651/efb-source-format | Jules Blok | |
| PixelShaderGen: Add support for RGBA6 EFB format truncation. | |||
| 2016-10-10 | VideoBackends: Always enable dual-source blending if supported. | Jules Blok | |
| 2016-10-10 | AVIDump: Move CoreTiming into caller. | degasus | |
| 2016-10-10 | Merge pull request #4326 from degasus/framedump | Markus Wick | |
| Framedump: Merge screenshot code with framedumping. | |||
| 2016-10-08 | Merge pull request #4322 from Helios747/I_hate_features | Markus Wick | |
| Remove Frameskip | |||
| 2016-10-08 | Renderer: Merge screenshot logic into VideoCommon. | degasus | |
| 2016-10-08 | Remove Frameskip | anthony | |
| 2016-10-08 | AVIDump: Hard code rgba. | degasus | |
| 2016-10-08 | VideoCommon: Add custom stride for framedumping. | degasus | |
| 2016-10-08 | D3D: Skip redundant format convertions. | degasus | |
| 2016-10-08 | Framedumps: Add finish() function to limit memory lifetime. | degasus | |
| 2016-10-08 | VideoCommon: Drop RepeatFrameDumpFrame helper. | degasus | |
| This was needed with fixed framerate dumping. As we now synchronize the frames, the last one will just get padded. | |||
| 2016-10-07 | D3D: Use VideoCommon framedumping helpers. | degasus | |
| 2016-10-04 | Fix frame dumps on file close in certain situations | Chris Burgener | |
| 2016-10-03 | VideoCommon: Minor changes | Shawn Hoffman | |
| Make Renderer::GetMaxTextureSize return u32 instead of int. | |||
| 2016-08-31 | D3D: Remove unnecessary renderer global references | Lioncash | |
| 2016-08-23 | D3D: Correctly invert the viewport depth range. | Jules Blok | |
| 2016-08-16 | Improve documentation. | Jules Blok | |
| 2016-08-15 | VideoBackends: Enable depth clamping. | Jules Blok | |
| 2016-06-27 | Fix D3D crashes/issues | Chris Burgener | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-05-19 | D3D11: Fix CPU EFB color reads when MSAA is enabled | Stenzek | |
| Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what the read handler is expecting. Depth reads will now return the minimum depth of all samples, instead of the average of all samples. | |||
| 2016-03-30 | D3D: Amend code to fix a new VS warning | Lioncash | |
| Fixes warning C4334 | |||
| 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. | |||
| 2016-01-28 | Merge pull request #3426 from Sonicadvance1/ES_fix_framedump | Ryan Houdek | |
| Add support for framedumping to OpenGL ES. | |||
| 2016-01-25 | Fifo: Make g_bSkipCurrentFrame a TU-local variable | Lioncash | |
| This is only ever queried, making it a global isn't necessary. | |||
| 2016-01-17 | VideoCommon: Header cleanup | Lioncash | |
| Also remedies places where the video backends and core rely on things being indirectly included. | |||
| 2016-01-14 | Merge pull request #3495 from Armada651/d3d-float | Jules Blok | |
| D3D: Use a 32-bit floating point depth buffer. | |||
| 2016-01-12 | Fifo: Create a "Fifo" namespace. | degasus | |
| 2016-01-11 | D3D: Use the full depth range for Z pokes. | Jules Blok | |
| 2016-01-10 | Merge pull request #3439 from Armada651/depth-range | Pierre Bourdon | |
| Render: Clamp the z range to the full range. | |||
| 2016-01-09 | Add support for framedumping to OpenGL ES. | Ryan Houdek | |
| 2016-01-07 | Use ffmpeg for Windows Video Dumping instead of VFW | Chris Burgener | |
| 2016-01-03 | Render: Clamp the z range to the full range. | Jules Blok | |
| 2015-12-30 | Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes | Markus Wick | |
| D3D: Implement vectored efb pokes | |||
