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AgeCommit message (Collapse)Author
2015-06-24D3D: Cosmetics.Jules Blok
Merge two cases which should've already been merged.
2015-06-19Fix aniso filtering on d3d to not set aniso filter when using 1xMatthew Parlane
2015-06-10Anisotropic Filtering option is now correct in D3DMatthew 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
2015-06-07D3D: Implement Z pokes.Jules Blok
2015-06-07D3D: Set the viewport to the full target size when doing EFB pokes.Jules Blok
2015-06-06VideoBackends: Allow the viewport to use the full depth range.Jules Blok
2015-06-04Use PanicAlertT instead of PanicAlert when appropriateJosJuice
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.
2015-05-26D3D: Invert initial depth buffer clear.Jules Blok
2015-05-26D3D: Depth range inversion.galop1n
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-25Add missing license headersTillmann Karras
2015-05-22OGL: Depth range inversion.Jules Blok
2015-05-22VertexShaderGen: Use correct depth output when glClipControl is supported.Jules Blok
2015-05-20OGL: Use floating point arithmetic to scale the depth value.Jules Blok
2015-05-19Merge pull request #2414 from Armada651/depth-clampMarkus Wick
VideoBackends: Clamp depth to uint24 range.
2015-05-18VideoBackends: Clamp depth to uint24 range.Jules Blok
2015-05-16Revert "D3D: Use a 32-bit floating point depth buffer."Jules Blok
This reverts commit a224c604a37d712364cbb0a876ce12e0653855c2.
2015-05-08D3D: Use a 32-bit floating point depth buffer.Jules Blok
2015-05-08VideoBackends: Use the new divisor when clearing the depth buffer.Jules Blok
2015-05-08VideoBackends: Clamp Z peek values.Jules Blok
2015-05-08VideoCommon: Clamp integer conversions.Jules Blok
2015-05-08VideoBackends: Floor depth values in depth copy shaders.Jules Blok
2015-05-08VideoBackends: Use proper floating point depth precision.Jules Blok
2015-05-07Merge pull request #2026 from mrgreywater/d3d-debugbreakshuffle2
D3D: More debug information and break on error
2015-05-06PixelShaderCache: Fix MSAA depth copy shader.Jules Blok
2015-05-05VideoBackends: Implement depth copy shaders with integer math.Jules Blok
2015-05-03D3D: Replaced explicit _BitScanForward with LeastSignificantSetBitYuriy O'Donnell
2015-04-29D3D: StateManager::Apply no longer iterates through every texture and ↵Yuriy O'Donnell
sampler slot Now using bit scan through dirty slot masks.
2015-04-16Merge pull request #2301 from lioncash/constLioncash
General: Apply the const specifier where applicable
2015-04-15PerfQueryBase: Move common implementation variables into base classLioncash
2015-04-15General: Apply the const specifier where applicableLioncash
2015-04-14D3D: Remove dependency on wxWidgetsLioncash
This hasn't been necessary for ages
2015-03-15quiet some warnings which appear on vs2015.Shawn Hoffman
quieted warnings include shadowed variable names and integer extensions.
2015-03-02TextureCache: load all mipmap levels from custom texturesdegasus
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.
2015-03-01Add missing newlines at EOFTillmann Karras
2015-02-24VideoCommon: rename efb2tex and efb2ramdegasus
2015-02-21D3D: Use the correct format when resolving the EFB depth texture.Jules Blok
2015-02-19Decode 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..
2015-02-12D3D: replace memset, fix warningmr.greywater
2015-02-12D3D: Add debug object name for efb encoder pixel shadermr.greywater
2015-02-12D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectNamemr.greywater
2015-02-12D3D: Add break on error in debug buildmr.greywater
2015-02-10Merge pull request #1752 from Buddybenj/clean-upmagumagu
Clean Up
2015-02-08D3D: Fixed crash rendering EFB textures with MSAAmr.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.
2015-02-04Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapterskidau
D3D: allow selecting adapters with no outputs.
2015-01-27Fix 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.
2015-01-27Merge pull request #1966 from magumagu/unify-efb-encodeMarkus Wick
Unify EFB encoding shader generation
2015-01-27Merge pull request #1970 from magumagu/d3d-cleanupMarkus Wick
D3D: delete unnecessary code.
2015-01-27Merge pull request #1948 from magumagu/remove-efb-cacheMarkus Wick
Remove EFB to RAM cache, and simplify code.