| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-12-26 | TextureCache: Drop unused parameter in backend API. | degasus | |
| 2016-12-26 | TextureCache: Extract BP enum check to VideoCommon. | degasus | |
| We have TOO many video backends. | |||
| 2016-12-09 | TextureCacheBase: Eliminate static state | Lioncash | |
| 2016-08-10 | D3D11: Support texture dumping of non-zero mipmap levels | Stenzek | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-03-26 | D3D11: Fix some cases where render target switches desynced StateManager | Stenzek | |
| This was occuring in certain EFB copy patterns, leaving the textures unbound for the next draw call. | |||
| 2016-02-14 | Copy all layers of textures with CopyRectangleFromTexture | mimimi085181 | |
| 2016-02-14 | For partial texture updates check the dimensions of the efb copy and the ↵ | mimimi085181 | |
| target texture, not just the binary size. This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr. Expected result is: efbtex: characters are always flickering or invisible, no matter what scaling or IR setting efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting | |||
| 2015-12-29 | TextureCache, fix an incorrect assert. | Scott Mansell | |
| 2015-12-28 | D3D: Fix compilation error on windows | Stenzek | |
| 2015-12-28 | Merge pull request #3295 from stenzek/d3d-xfb-msaa | Markus Wick | |
| D3D: Fix multiple issues relating to MSAA | |||
| 2015-12-20 | VideoBackends: Simplify initialization and deinitialization of resources | Lioncash | |
| Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null | |||
| 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. | |||
| 2015-11-24 | D3D: Remove redundant cast, move pitch calculation to caller | Stenzek | |
| 2015-11-15 | TextureCache: Rewrite EFB Copy control flow | degasus | |
| 2015-11-15 | TextureCache: Split efb2ram from efb2tex | degasus | |
| 2015-11-15 | D3D-TextureEncoder: Remove TCache::Entry usage | degasus | |
| 2015-11-06 | VideoCommon: rename TextureCache to TextureCacheBase | Tillmann Karras | |
| 2015-09-07 | Make efb2tex behave more like efb2ram. | Scott Mansell | |
| Instead of having special case code for efb2tex that ignores hashes, the only diffence between efb2tex and efb2ram now is that efb2tex writes zeros to the memory instead of actual texture data. Though keep in mind, all efb2tex copies will have hashes of zero as their hash. | |||
| 2015-09-06 | Fix palette conversions for 4 bit efb copies. | Scott Mansell | |
| Fixes purple shadow in THPS4 and many other things. | |||
| 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 | |
| 2015-07-02 | Implement scaled partial texture updates | Rodolfo Bogado | |
| 2015-06-21 | Support partial texture updates via efb copies | mimimi085181 | |
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-03-15 | quiet some warnings which appear on vs2015. | Shawn Hoffman | |
| quieted warnings include shadowed variable names and integer extensions. | |||
| 2015-02-24 | VideoCommon: rename efb2tex and efb2ram | degasus | |
| 2015-02-19 | Decode EFB copies used as paletted textures. | magumagu | |
| A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward.. | |||
| 2015-01-27 | Fix D3D regression from PR1948. | magumagu | |
| Make sure we don't have a texture bound as both an ShaderResourceView and a RenderTargetView; this causes rendering glitches. This isn't really the right place to do this... but I'm not sure how the code should be structured. | |||
| 2015-01-23 | Remove EFB to RAM cache, and simplify code. | magumagu | |
| 2015-01-18 | TexCache: merge texture and rendertarget factory function | degasus | |
| 2015-01-18 | TexCache: remove PC_TexFormat | degasus | |
| We only support rgba32 for a while now, so there is no need to have everything in common configureable. | |||
| 2015-01-11 | TexCache: create a const Config struct | degasus | |
| 2015-01-11 | Merge pull request #1501 from degasus/texture_creation | Markus Wick | |
| D3D: remove load texture on creation optimization | |||
| 2015-01-10 | Update size_in_bytes of texture cache entries when copying efb to ram | mimimi085181 | |
| 2015-01-10 | TexCache: remove expanded_width | degasus | |
| This variable isn't use any more. | |||
| 2015-01-10 | TexCache: don't load tex level 0 on creation | degasus | |
| This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call. | |||
| 2014-12-21 | PixelShaderCache: Support stereoscopic EFB format changes. | Jules Blok | |
| 2014-12-18 | Merge pull request #1689 from kayru/d3d_efb_copy_fix | shuffle2 | |
| D3D: Fixed D3D validation error during EFB to texture copy | |||
| 2014-12-17 | D3D: Moved setting texture by slot mask into StateManager | Yuriy O'Donnell | |
| 2014-12-14 | TextureCache: Add stereoscopy support for EFB to texture copies. | Jules Blok | |
| 2014-12-14 | D3D: Use common GetEFBLayers() instead of GetEFBSlices(). | Jules Blok | |
| 2014-12-14 | D3D: Use two slices for most of our textures. | Jules Blok | |
| 2014-12-13 | D3D: Fixed D3D validation error during EFB to texture copy | Yuriy O'Donnell | |
| Texture was being bound as a render target while still being set as a shader resource. D3D automatically unbinds the SRV in this case and generates a validation error. The fix is to manually unbind SRV, render into it and then re-bind to old slots. | |||
| 2014-12-07 | D3D: Fixed StateManager member function name case | Yuriy O'Donnell | |
| 2014-12-07 | D3D: Removed cull mode changes for lines and points | Yuriy O'Donnell | |
| Fixed include order and whitespace | |||
| 2014-12-07 | D3D: Implemented context state caching | Yuriy O'Donnell | |
| This avoids most of the redundant API calls. | |||
| 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 | |||
