| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-10-20 | Renderer: Pull dimensions from GLInterface/Swapchain | Stenzek | |
| 2018-10-20 | Drop Host_GetRenderSurface and pass display to backend | Stenzek | |
| 2018-05-02 | D3D: Drop gamma parameter from util draw helper | Stenzek | |
| No longer needed as we perform gamma correction during the XFB copy. | |||
| 2018-04-29 | Implement EFB copy filter and gamma in hardware backends | Stenzek | |
| Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders. | |||
| 2018-03-16 | Assert: Remove unused parameter from DEBUG_ASSERT | Lioncash | |
| This brings the macro in line with the regular ASSERT macro, which only has one macro parameter. | |||
| 2018-03-14 | Assert: Uppercase assertion macros | Lioncash | |
| Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores). | |||
| 2018-03-10 | Move shader caches to VideoCommon | Stenzek | |
| 2018-03-10 | AbstractPipeline: Allow setting pipeline to null | Stenzek | |
| 2018-03-02 | VideoCommon: Add support for Abstract Framebuffers | Stenzek | |
| 2018-03-01 | VideoBackends: Restore the framebuffer as part of the API state | Stenzek | |
| It's not often we switch out to draw to the EFB anyway. | |||
| 2018-02-22 | VideoBackends: Add AbstractShader and AbstractPipeline classes | Stenzek | |
| 2018-02-22 | D3D: Remove state stack from tracker, set explicitly instead | Stenzek | |
| 2018-02-20 | Renderer: Handle resize events on-demand instead of polling | Stenzek | |
| We now differentiate between a resize event and surface change/destroyed event, reducing the overhead for resizes in the Vulkan backend. It is also now now safe to change the surface multiple times if the video thread is lagging behind. | |||
| 2018-02-20 | BPFunctions: Move upscaling of scissor rect to VideoCommon | Stenzek | |
| 2018-02-20 | BPFunctions: Move GX viewport conversion to VideoCommon | Stenzek | |
| 2018-01-29 | Merge pull request #6303 from TraceBullet/auto-adjust-window-size | Stenzek | |
| Fix Auto-Adjust Window Size option making the window too large | |||
| 2018-01-26 | Fix Auto-Adjust Window Size option making the window too large | TraceBullet | |
| 2018-01-22 | AbstractTexture: Move Bind() method to Renderer | Stenzek | |
| This makes state tracking simpler, and enables easier porting to command lists later on. | |||
| 2017-11-22 | VideoBackends: Add AbstractStagingTexture class | Stenzek | |
| Can be used for asynchronous readback or upload of textures. | |||
| 2017-11-22 | VideoCommon: Move abstract texture creation function to Renderer | Stenzek | |
| 2017-11-22 | D3D: Move device release from Renderer destructor to shutdown | Stenzek | |
| Necessary if we wish to have GPU objects in our base class, as otherwise the device will be released before the objects. | |||
| 2017-11-22 | D3D: Remove BeginFrame/EndFrame | Stenzek | |
| These functions did not do anything anyway. There is also no need to present the backbuffer when shutting down. | |||
| 2017-11-22 | D3D: Move remaining static variables from Render.cpp to Renderer class | Stenzek | |
| 2017-11-22 | D3D: Make state cache part of Renderer and not static | Stenzek | |
| 2017-11-19 | D3DUtil: Make file-scope variables internally linked where applicable | Lioncash | |
| All file scope variables are able to be made internally linked. CD3DFont is essentially used as an extension to the utility interface, so this is able to be made internal as well, removing a global from external view. | |||
| 2017-11-19 | Merge pull request #6186 from lioncash/enum-class | Leo Lam | |
| VideoConfig: Make AspectMode and StereoMode enum classes | |||
| 2017-11-19 | VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB | Lioncash | |
| Just some inclusions that weren't removed in the initial Hybrid XFB PR. | |||
| 2017-11-18 | VideoConfig: Make StereoMode an enum class | Lioncash | |
| Makes for more strongly-typed identifiers (and doesn't pollute surrounding namespaces) | |||
| 2017-11-17 | Hybrid XFB: Fix lint errors | iwubcode | |
| 2017-11-17 | Video Backends: Remove the right of the xfb region for games where the | iwubcode | |
| VI stride does not match the VI width | |||
| 2017-11-17 | HybridXFB: Fix lint errors | iwubcode | |
| 2017-11-17 | Remove old XFB logic | iwubcode | |
| 2017-11-17 | Add ability to dump xfb copies to texture for debugging purposes | iwubcode | |
| 2017-11-17 | Support frame and video dumping from VideoCommon | iwubcode | |
| 2017-11-17 | Add support for hybrid XFB | iwubcode | |
| 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 | |
| 2017-09-04 | D3D: Support logic op through integer render target view | Stenzek | |
| This brings D3D to parity with OpenGL and Vulkan. | |||
| 2017-09-03 | Renderer: Change SetBlendState to accept a BlendingState | Stenzek | |
| This decouples the state generation (from the emulated GPU) from the management of internal backend state. | |||
| 2017-09-03 | D3D11: Use blending state from VideoCommon | Stenzek | |
| 2017-07-30 | D3D: Uber shader support | Stenzek | |
| 2017-07-20 | ShaderGen: Pass host config to shader generation functions | Stenzek | |
| Also moves the host config checks to common. | |||
| 2017-07-20 | D3D11: Reload shader cache when relevant config changes | Stenzek | |
| 2017-07-10 | D3D: Resize the swapchain when the fullscreen state is changed | Jules Blok | |
| 2017-07-05 | D3D: Add quad-buffer stereoscopy support. | Jules Blok | |
| 2017-06-15 | Move IOFile to a separate file | JosJuice | |
| Reduces the number of files that need to be recompiled when making changes to FileUtil.h. | |||
| 2017-05-29 | Fix for loop in D3D Renderer ApplyState function | iwubcode | |
| 2017-05-28 | D3D/Render: Get rid of undefined behavior in Create3DVisionTexture | Lioncash | |
| pSysMem is of the type const void* -- because of this, it makes the original delete[] call undefined behavior, as deleting a void pointer is undefined behavior. Also punning types into existence, like what was done for the stereo image header is undefined behavior as well. The proper way to do this is to either manually add all individual bytes manually, or memcpy the struct into memory. As we want to deallocate the memory before returning, and because pSysMem is a const void*, we keep a unique_ptr to the data and just pass pSysMem a raw pointer to the data. | |||
| 2017-05-28 | D3D/Render: Use std::array where applicable | Lioncash | |
