| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-02-03 | FramebufferManagerBase: Return a std::pair from GetTargetSize | Lioncash | |
| Keeps associated data together. It also eliminates the possibility of out parameters not being initialized properly. For example, consider the following example: -- some FramebufferManager implementation -- void FBMgrImpl::GetTargetSize(u32* width, u32* height) override { // Do nothing } -- somewhere else where the function is used -- u32 width, height; framebuffer_manager_instance->GetTargetSize(&width, &height); if (texture_width != width) <-- Uninitialized variable usage { ... } It makes it much more obvious to spot any initialization issues, because it requires something to be returned, as opposed to allowing an implementation to just not do anything. | |||
| 2017-02-01 | ShaderGenCommon: Remove unnecessary includes | Lioncash | |
| 2017-01-23 | RenderBase: Forward declare EFBAccessType | Lioncash | |
| 2017-01-23 | VideoBackendBase: Convert EFBAccessType into an enum class | Lioncash | |
| 2016-12-27 | Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebuffer | Stenzek | |
| 2016-09-09 | OGL: Remove unnecessary c_str calls | Lioncash | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-01-07 | FrameBufferManager: Fix typo in stereoscopic MSAA shader. | Jules Blok | |
| 2015-12-30 | Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes | Markus Wick | |
| D3D: Implement vectored efb pokes | |||
| 2015-12-26 | ShaderGeneration: Get rid of static buffers | Lioncash | |
| 2015-12-22 | FramebufferManager: Get rid of raw new and delete | Lioncash | |
| 2015-12-21 | FramebufferManagerBase: Get rid of explicit delete and new | Lioncash | |
| 2015-12-20 | VideoCommon: Change PokeEFB to take a pointer rather than a vector | Stenzek | |
| This saves allocating a vector for the pass-through path. | |||
| 2015-09-28 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2015-09-22 | Move GL interface code out of the OpenGL video backend. | Scott Mansell | |
| 2015-09-05 | Properly support MSAA and SSAA as separate features(+GLES) | Ryan Houdek | |
| SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level. I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though. With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled. Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions). | |||
| 2015-07-25 | Video: respect stride of efb copies to xfb | booto | |
| 2015-06-07 | Fix OpenGL ES shader compilation. | Ryan Houdek | |
| 2015-06-06 | Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."" | Jules Blok | |
| This reverts commit 9ef1ca4141e8211fce7a2b852b5c58d59393baac. | |||
| 2015-06-06 | Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT."" | Jules Blok | |
| This reverts commit 05d60f4fef5fb7377ed1f2f905b48e93926501b3. | |||
| 2015-06-02 | OGL: Rewrite POKE_Z with a draw call | degasus | |
| It's now also merged and it should be faster than the glClear way. | |||
| 2015-06-02 | Fix invalid enums on OpenGLES | Dwayne Slater | |
| 2015-05-29 | OGL: Always use sampler objects. | degasus | |
| We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere. | |||
| 2015-05-27 | OGL: use GL_TEXTURE* constants | Tillmann Karras | |
| 2015-05-25 | Merge pull request #2357 from degasus/ogl_efb_poke_merge | Ryan Houdek | |
| ogl: efb poke merge | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-20 | Revert "OGL: Change the depth buffer type to GL_FLOAT." | Jules Blok | |
| This reverts commit 4b2e04b862ef0e5166f1c855148a44bc7c88f381. | |||
| 2015-05-20 | Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format." | Jules Blok | |
| This reverts commit be810eb75038bce43054d9a4443d59c5ddf0be83. | |||
| 2015-05-20 | OGL: reimplement poke-color | degasus | |
| 2015-05-08 | OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format. | Jules Blok | |
| 2015-05-08 | OGL: Change the depth buffer type to GL_FLOAT. | Jules Blok | |
| 2015-03-12 | OpenGL: use ClampUL instead of ClampLL where appropriate. | magumagu | |
| 2015-01-09 | FramebufferManager: Remove unnecessary sampler declaration. | Jules Blok | |
| It's not needed and invalid when declared for the geometry shader. | |||
| 2014-12-25 | FramebufferManagerBase: Remove obsolete parameters. | Jules Blok | |
| 2014-12-24 | FramebufferManagerBase: Only allocate one layer for Real XFB. | Jules Blok | |
| 2014-12-24 | FramebufferManager: Copy all EFB layers to the XFB framebuffer. | Jules Blok | |
| 2014-12-23 | FramebufferManager: Use a separate layer variable. | Jules Blok | |
| 2014-12-21 | FramebufferManager: Support stereoscopic EFB format changes. | Jules Blok | |
| 2014-12-20 | FramebufferManager: Support resolving a multi-layered EFB in OGL. | Jules Blok | |
| 2014-12-19 | FramebufferManager: Support resolving a multi-layered EFB in D3D. | Jules Blok | |
| 2014-12-11 | OGL: Ensure a VAO is bound for all attributeless. | Unknown W. Brackets | |
| Unfortunately, some of these cases are not well tested, because I don't know how to reproduce them. | |||
| 2014-12-05 | FramebufferManager: Bind only the first framebuffer layer when the EFB only ↵ | Jules Blok | |
| has one layer. | |||
| 2014-12-03 | OGL: Don't use texture arrays for MSAA. | Jules Blok | |
| This solves a performance regression on AMD cards. We don't currently support stereoscopy for MSAA anyway. | |||
| 2014-11-23 | TextureCache: Ensure that all render target textures have as many layers as ↵ | Jules Blok | |
| the frame buffer. Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour. | |||
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | Add geometry shader generator for stereo 3D. | Jules Blok | |
| 2014-11-23 | use GL_TEXTURE_2D_ARRAY for most of our textures | degasus | |
| 2014-10-26 | OGL: Get rid of error macros | Lioncash | |
| 2014-10-23 | OGL: force enable postprocessing | degasus | |
