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2022-12-20Merge pull request #11351 from JosJuice/bitset-cpp20Mai
Common: Use C++20 <bit> header in BitSet.h
2022-12-19Merge pull request #11286 from K0bin/vk-query-fixJMC47
VideoBackends: Query fixes and cleanups
2022-12-18Common: Use C++20 <bit> header in BitSet.hJosJuice
2022-11-29VideoBackends: Rename query_type to query_groupRobin Kertels
2022-11-23VideoBackends/D3D11: Simplify vertex attribute codePokechu22
2022-11-23Fix build errors related to formatting non-scoped enumsPokechu22
2022-09-19VideoCommon: Add dynamic vertex loader to ubershadersTellowKrinkle
2022-07-21VideoBackends:Metal: MSAA supportTellowKrinkle
2022-07-21VideoBackends: Add Metal rendererTellowKrinkle
2022-06-24D3D: update BoundingBox to match generated shader codeiwubcode
2022-06-24D3D / VideoCommon: generate HLSL from SPIRViwubcode
2022-05-22cmake: Don't use PCH with Qt6.Admiral H. Curtiss
2022-04-24Merge pull request #10251 from Pokechu22/negative-scissorJMC47
Rework scissor handling
2022-04-22VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormalPokechu22
2022-04-16VideoCommon: Remove bSupportsOversizedViewportsPokechu22
I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
2022-01-31Merge pull request #10422 from OatmealDome/opengl-shader-crashJMC47
VideoConfig: Add flag for whether the system supports setting object names
2022-01-31D3DMain: Assume support for setting object namesOatmealDome
2022-01-13Make all custom fmt::formatter's format functions constPokechu22
fmt 8.0.0 requires this.
2022-01-09VideoBackends/D3D11: Include HRESULT in error messagesPokechu22
2022-01-09VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSGPokechu22
2022-01-09Treewide: Remove unused inclusions of <cinttypes>Pokechu22
Most of these became unneeded when fmt was introduced.
2021-12-25VideoConfig: Add bool for sampler LOD bias supportOatmealDome
2021-12-18Eliminate VarType for ComponentFormatPokechu22
2021-12-10Treewide: Adjust order of includesPokechu22
2021-11-17VideoCommon: Skip textureQueryLevels if it doesn't existPokechu22
2021-11-17VideoCommon: Use coarse derivatives for Manual Texture Sampling if possiblePokechu22
2021-11-17VideoCommon: Expose SamplerState to shadersPokechu22
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-10-13Fix all uninitialized variable warnings (C26495)Pokechu22
2021-10-04VideoCommon: Abstract bounding boxTechjar
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
2021-08-30VideoBackends / VideoCommon: allow the ability to set debug names for ↵iwubcode
shaders / textures. These names are visible in applications like RenderDoc
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
2021-05-31VideoCommon: Restore BBox* forwarding functionsTechjar
2021-05-29VideoCommon: Remove BBox* forwarding functionsTechjar
2021-05-28VideoBackends/D3D: Cache bounding box values between readsConnor McLaughlin
2021-05-22VideoCommon: Split BBox* functions into common and backend implementation ↵Techjar
variants This will allow for some aspects of bounding box to be handled in VideoCommon instead of individual backends.
2021-05-21Fix perf query regressionJosJuice
When trying to do a small optimization in 8a0f5ea, I failed to take into account that WeakFlush and FlushOne update m_query_count. Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
2021-05-15Remove all remaining volatile qualifiersJosJuice
2021-03-06Convert BPMemory to BitField and enum classPokechu22
Additional changes: - For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare. (Shift has also been renamed to scale) - In TexMode0, min_filter has been split into min_mip and min_filter. - In TexImage1, image_type is now cache_manually_managed. - The unused bit in GenMode is now exposed. - LPSize's lineaspect is now named adjust_for_aspect_ratio.
2021-01-27msbuild: bundle all dolphin "core" code into single libraryShawn Hoffman
2021-01-27rename D3DCommon/Common to D3DCommon/D3DCommonShawn Hoffman
2021-01-27normalize common filenames in VideoBackends/D3DShawn Hoffman
2020-12-02General: Convert PanicAlerts over to fmt equivalentLioncash
Converts lingering panic alert calls over to the fmt-capable ones.
2020-11-09D3D: Migrate logging over to fmtLioncash
Migrates the logging over to the fmt-capable logger.
2020-09-06Make default graphics backend not show up as emptyJosJuice
Fixes https://bugs.dolphin-emu.org/issues/12245. I considered making a change to DolphinQt instead of the core, but then additional effort would've been required to add the same fix to the Android GUI once we start using the new config system there.
2020-08-27msvc: enable /Zc:preprocessor and make build compile cleanlyShawn Hoffman
2020-08-22msbuild: re-enable standalone vcxproj processingShawn Hoffman
2020-08-22msbuild: refactor stuff out of project files (for dolphin)Shawn Hoffman
2020-08-22prettify some constructs in vcxproj filesShawn Hoffman
2020-05-25VideoCommon/ShaderGenCommon: Make template functions regular functionsLioncash
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
2020-05-24FramebufferManager: Copy to color format for depth readbacks on GLESStenzek
glReadPixels() with depth formats is not supported. Should fix broken EFB access on GLES.