| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2015-06-24 | D3D: Cosmetics. | Jules Blok | |
| Merge two cases which should've already been merged. | |||
| 2015-06-19 | Fix aniso filtering on d3d to not set aniso filter when using 1x | Matthew Parlane | |
| 2015-06-10 | Anisotropic Filtering option is now correct in D3D | Matthew Parlane | |
| Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16 This was correct for OGL but not D3D | |||
| 2015-06-07 | D3D: Implement Z pokes. | Jules Blok | |
| 2015-06-07 | D3D: Set the viewport to the full target size when doing EFB pokes. | Jules Blok | |
| 2015-06-06 | VideoBackends: Allow the viewport to use the full depth range. | Jules Blok | |
| 2015-06-04 | Use PanicAlertT instead of PanicAlert when appropriate | JosJuice | |
| I tried to change messages that contained instructions for users, while avoiding messages that are so technical that most users wouldn't understand them even if they were in the right language. | |||
| 2015-05-26 | D3D: Invert initial depth buffer clear. | Jules Blok | |
| 2015-05-26 | D3D: Depth range inversion. | galop1n | |
| Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit. | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-25 | Add missing license headers | Tillmann Karras | |
| 2015-05-22 | OGL: Depth range inversion. | Jules Blok | |
| 2015-05-22 | VertexShaderGen: Use correct depth output when glClipControl is supported. | Jules Blok | |
| 2015-05-20 | OGL: Use floating point arithmetic to scale the depth value. | Jules Blok | |
| 2015-05-19 | Merge pull request #2414 from Armada651/depth-clamp | Markus Wick | |
| VideoBackends: Clamp depth to uint24 range. | |||
| 2015-05-18 | VideoBackends: Clamp depth to uint24 range. | Jules Blok | |
| 2015-05-16 | Revert "D3D: Use a 32-bit floating point depth buffer." | Jules Blok | |
| This reverts commit a224c604a37d712364cbb0a876ce12e0653855c2. | |||
| 2015-05-08 | D3D: Use a 32-bit floating point depth buffer. | Jules Blok | |
| 2015-05-08 | VideoBackends: Use the new divisor when clearing the depth buffer. | Jules Blok | |
| 2015-05-08 | VideoBackends: Clamp Z peek values. | Jules Blok | |
| 2015-05-08 | VideoCommon: Clamp integer conversions. | Jules Blok | |
| 2015-05-08 | VideoBackends: Floor depth values in depth copy shaders. | Jules Blok | |
| 2015-05-08 | VideoBackends: Use proper floating point depth precision. | Jules Blok | |
| 2015-05-07 | Merge pull request #2026 from mrgreywater/d3d-debugbreak | shuffle2 | |
| D3D: More debug information and break on error | |||
| 2015-05-06 | PixelShaderCache: Fix MSAA depth copy shader. | Jules Blok | |
| 2015-05-05 | VideoBackends: Implement depth copy shaders with integer math. | Jules Blok | |
| 2015-05-03 | D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit | Yuriy O'Donnell | |
| 2015-04-29 | D3D: StateManager::Apply no longer iterates through every texture and ↵ | Yuriy O'Donnell | |
| sampler slot Now using bit scan through dirty slot masks. | |||
| 2015-04-16 | Merge pull request #2301 from lioncash/const | Lioncash | |
| General: Apply the const specifier where applicable | |||
| 2015-04-15 | PerfQueryBase: Move common implementation variables into base class | Lioncash | |
| 2015-04-15 | General: Apply the const specifier where applicable | Lioncash | |
| 2015-04-14 | D3D: Remove dependency on wxWidgets | Lioncash | |
| This hasn't been necessary for ages | |||
| 2015-03-15 | quiet some warnings which appear on vs2015. | Shawn Hoffman | |
| quieted warnings include shadowed variable names and integer extensions. | |||
| 2015-03-02 | TextureCache: load all mipmap levels from custom textures | degasus | |
| This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all. | |||
| 2015-03-01 | Add missing newlines at EOF | Tillmann Karras | |
| 2015-02-24 | VideoCommon: rename efb2tex and efb2ram | degasus | |
| 2015-02-21 | D3D: Use the correct format when resolving the EFB depth texture. | Jules Blok | |
| 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.. | |||
| 2015-02-12 | D3D: replace memset, fix warning | mr.greywater | |
| 2015-02-12 | D3D: Add debug object name for efb encoder pixel shader | mr.greywater | |
| 2015-02-12 | D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName | mr.greywater | |
| 2015-02-12 | D3D: Add break on error in debug build | mr.greywater | |
| 2015-02-10 | Merge pull request #1752 from Buddybenj/clean-up | magumagu | |
| Clean Up | |||
| 2015-02-08 | D3D: Fixed crash rendering EFB textures with MSAA | mr.greywater | |
| Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled. | |||
| 2015-02-04 | Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter | skidau | |
| D3D: allow selecting adapters with no outputs. | |||
| 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. | |||
| 2015-01-27 | Merge pull request #1966 from magumagu/unify-efb-encode | Markus Wick | |
| Unify EFB encoding shader generation | |||
| 2015-01-27 | Merge pull request #1970 from magumagu/d3d-cleanup | Markus Wick | |
| D3D: delete unnecessary code. | |||
| 2015-01-27 | Merge pull request #1948 from magumagu/remove-efb-cache | Markus Wick | |
| Remove EFB to RAM cache, and simplify code. | |||
