| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2018-11-07 | TextureCache: Implement deferred/batched EFB copies | Stenzek | |
| 2018-05-22 | EFB2RAM: Apply copy filter as a float coefficient after sampling | Stenzek | |
| Using 8-bit integer math here lead to precision loss for depth copies, which broke various effects in games, e.g. lens flare in MK:DD. It's unlikely the console implements this as a floating-point multiply (fixed-point perhaps), but since we have the float round trip in our EFB2RAM shaders anyway, it's not going to make things any worse. If we do rewrite our shaders to use integer math completely, then it might be worth switching this conversion back to integers. However, the range of the values (format) should be known, or we should expand all values out to 24-bits first. | |||
| 2018-05-03 | TextureConversionShader: Don't sample from adjacent rows when not needed | Stenzek | |
| 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. | |||
| 2018-03-01 | VideoBackends: Restore the framebuffer as part of the API state | Stenzek | |
| It's not often we switch out to draw to the EFB anyway. | |||
| 2017-12-06 | VideoCommon: Drop now unused efb2tex matrix generation. | degasus | |
| 2017-12-06 | D3D: Use VideoCommon EFB-to-texture shaders | Stenzek | |
| 2017-12-02 | VideoBackends: Use VideoCommon shader generators for efb2tex copies. | Markus Wick | |
| This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes. | |||
| 2017-11-22 | VideoCommon: Move abstract texture creation function to Renderer | Stenzek | |
| 2017-09-04 | D3D: Support logic op through integer render target view | Stenzek | |
| This brings D3D to parity with OpenGL and Vulkan. | |||
| 2017-09-02 | D3D: Eliminate redundant ID3D11DeviceChild* casts | Lioncash | |
| 2017-08-03 | Video: Clearly separate Texture and EFB Copy formats | N.E.C | |
| Improve bookkeeping around formats. Hopefully make code less confusing. - Rename TlutFormat -> TLUTFormat to follow conventions. - Use enum classes to prevent using a Texture format where an EFB Copy format is expected or vice-versa. - Use common EFBCopyFormat names regardless of depth and YUV configurations. | |||
| 2017-06-13 | Video Backends: Split texture cache code out into separate files, introduce ↵ | iwubcode | |
| 'AbstractTexture' | |||
| 2017-04-29 | TextureCache: Move host texture utility functions to VideoCommon | Stenzek | |
| The appropriate place for these would be AbstractTexture, once it is finished. | |||
| 2017-04-29 | D3D11: Support native compressed textures | Stenzek | |
| 2017-04-29 | TextureCache: Support compressed textures and pass pitch/size to upload | Stenzek | |
| This also removes an extra copy of the image for custom textures. | |||
| 2017-04-12 | VideoBackends: Support updated texture encoding shader generators | Stenzek | |
| 2017-04-04 | D3D: Drop redundant interface TextureEncoder | Stenzek | |
| 2017-03-08 | Merge pull request #4999 from stenzek/renderer-statics | Markus Wick | |
| VideoCommon: Eliminate static state in Renderer | |||
| 2017-03-04 | D3D11: Use D3D11_USAGE_DEFAULT for all TextureCache textures | Stenzek | |
| 2017-03-04 | VideoCommon: Eliminate static state in Renderer | Stenzek | |
| 2017-02-01 | ShaderGenCommon: Remove unnecessary includes | Lioncash | |
| 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. | |||
