| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-01-02 | VideoBackend: Get rid of a boolean global | Lioncash | |
| Also gets rid of global headers | |||
| 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 | |||
| 2015-11-01 | VideoCommon: flush vertex manager if components change | Tillmann Karras | |
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-01-18 | D3D: remove unused variable | Tillmann Karras | |
| 2014-12-18 | D3D: Set the geometry shader before every draw call. | Jules Blok | |
| And refactor the VertexManager draw call. | |||
| 2014-12-18 | VertexManager: Disable culling for lines and points. | Jules Blok | |
| 2014-12-15 | VideoCommon: Merge PointGeometryShader into GeometryShaderGen. | Jules Blok | |
| This adds point-width emulation support to OpenGL. | |||
| 2014-12-15 | VideoCommon: Merge LineGeometryShader into GeometryShaderGen. | Jules Blok | |
| This adds line-width emulation support to OpenGL. | |||
| 2014-12-15 | GeometryShaderGen: Support multiple primitive types. | Jules Blok | |
| And make more stereoscopy code optional. | |||
| 2014-12-14 | GeometryShaderGen: Pass the primitive type and always run the generator ↵ | Jules Blok | |
| regardless of stereoscopy. | |||
| 2014-12-14 | VideoCommon: Add a separate constants buffer for the geometry shader. | Jules Blok | |
| 2014-12-14 | D3D: Set the geometry shader for triangle primitives. | Jules Blok | |
| 2014-12-14 | D3D: Add geometry shader stereoscopy support. | Jules Blok | |
| 2014-12-14 | D3D: Add GeometryShaderCache. | Jules Blok | |
| 2014-12-11 | Merge pull request #1503 from kayru/d3d_optimization_cache | Dolphin Bot | |
| D3D: Filter redundant API calls by caching state in StateManager | |||
| 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. | |||
| 2014-12-05 | Add HW bounding Box support to d3d backend | Rodolfo Bogado | |
| 2014-10-27 | D3D: RestoreState no longer resets PS resources | Yuriy O'Donnell | |
| 2014-10-26 | D3D: Using start index and base vertex instead of buffer offsets | Yuriy O'Donnell | |
| 2014-10-26 | D3D: Vertex and index data in one buffer | Yuriy O'Donnell | |
| 2014-07-26 | VertexLoader: Remove global state dependency on g_nativeVertexFmt | Pierre Bourdon | |
| 2014-07-11 | avoid the extern keyword in .cpp files | degasus | |
| 2014-06-27 | VideoCommon: remove unused stats | degasus | |
| 2014-05-16 | Video backends: mass-replace "xfregs" with "xfmem". | magumagu | |
| 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 | |||
| 2014-02-18 | Convert all includes to relative paths. | Lioncash | |
| 2014-02-15 | move perfquery enable checks into videocommon (caller side) | degasus | |
| 2014-02-15 | move shared parts from VertexManager::vFlush into VideoCommon | degasus | |
| 2014-01-23 | D3D: move streaming buffer fallback into D3D backend | degasus | |
| Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon. | |||
| 2014-01-21 | VideoCommon: merge trivial parts of VertexManager::Flush | degasus | |
| 2014-01-17 | VideoCommon: merge triangle+list+point index buffers | degasus | |
| We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush. Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer. This will slow down games which switch often primitive types (eg ztp), but it should be more accurate. | |||
| 2014-01-15 | VideoCommon: cleanup of "components" usage | degasus | |
| This "u32 components" is a list of flags which attributes of the vertex loader are present. We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all. | |||
| 2013-12-31 | Remove unnecessary Src/ folders | Jasper St. Pierre | |
