| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-08-27 | ogl: init ProgramShaderCache::s_ubo_align to 1. | Shawn Hoffman | |
| silences a warning that it may cause div-by-zero. | |||
| 2020-05-25 | VideoCommon/ShaderGenCommon: Make template functions regular functions | Lioncash | |
| 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(). | |||
| 2020-01-24 | Add Dolphin version and current video backend to shader compilation logs | Ryan Meredith | |
| 2019-07-26 | OGL/ProgramShaderCache: Use std::lock_guard deduction guides where applicable | Lioncash | |
| Same thing, less reading. | |||
| 2019-07-26 | OGL/ProgramShaderCache: Remove unused headers | Lioncash | |
| Removes a few inclusions that aren't necessary, reducing the number of header dependencies. | |||
| 2019-07-26 | OGL/ProgramShaderCache: Use std::string_view where applicable | Lioncash | |
| 2019-07-10 | VideoCommon/Statistics: Rename stats global to g_stats | Lioncash | |
| Makes the global variable follow our convention of prefixing g_ on global variables to make it obvious in surrounding code that it's not a local variable. | |||
| 2019-07-10 | VideoCommon/Statistics: Normalize statistic variable names | Lioncash | |
| Normalizes all variables related to statistics so that they follow our coding style. These are relatively low traffic areas, so this modification isn't too noisy. | |||
| 2019-05-04 | Merge pull request #7839 from ShFil119/impr/redundant | Léo Lam | |
| Remove redundant initialization | |||
| 2019-04-30 | Remove redundant initialization | Filip Gawin | |
| 2019-04-21 | OGL: Set shared context state up to match main context | Stenzek | |
| Has a better chance of avoiding recompiling if so. | |||
| 2019-04-21 | OGL: Fix binding error on shutdown | Stenzek | |
| This was occurring if the imgui vertex format was bound on shutdown, which is destroyed before the vertex buffers | |||
| 2019-04-21 | OGL: Store shader source in OGLShader | Stenzek | |
| So it can be dumped with info log when linking fails. | |||
| 2019-04-21 | OGL: Remove unused ProgramShaderCache::CompileShader() | Stenzek | |
| 2019-04-16 | OGL: Support returning pipeline cache data | Stenzek | |
| 2019-03-29 | Merge pull request #7869 from stenzek/d3dcommon | Connor McLaughlin | |
| D3D: Move sharable D3D11/D3D12 code to common library | |||
| 2019-03-29 | OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle | Stenzek | |
| 2019-03-29 | VertexManagerBase: Increase vertex/uniform buffer sizes | Stenzek | |
| ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by forcing GPU waits. | |||
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2018-12-04 | Use main buffers for utility draws | Stenzek | |
| 2018-10-20 | GLContext: Remove global context pointer | Stenzek | |
| 2018-10-20 | Refactoring and cleanup of GLInterface (now GLContext) | Stenzek | |
| 2018-03-16 | Assert: Remove unused parameter from DEBUG_ASSERT | Lioncash | |
| This brings the macro in line with the regular ASSERT macro, which only has one macro parameter. | |||
| 2018-03-14 | Assert: Uppercase assertion macros | Lioncash | |
| Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores). | |||
| 2018-03-10 | OGL: Move primitive restart enable logic to GLUtil | Stenzek | |
| 2018-03-10 | OGL: Re-implement async shader compiling | Stenzek | |
| 2018-03-10 | Move shader caches to VideoCommon | Stenzek | |
| 2018-03-10 | OGL: Fix abstract pipelines on drivers without binding layout support | Stenzek | |
| 2018-03-10 | OGL: Make ProgramShaderCache thread safe | Stenzek | |
| 2018-02-25 | OGL: Only create bad shader files in Dump when compile failed | Stenzek | |
| Warnings are still logged. | |||
| 2018-02-22 | VideoBackends: Add AbstractShader and AbstractPipeline classes | Stenzek | |
| 2018-02-22 | OGL: Log warnings from shader compiles, even if it compiled successfully | Stenzek | |
| 2018-02-22 | OGL: Track state of last bound vertex array object | Stenzek | |
| This reduces the overhead of calling glBindVertexArray() every time RestoreAPIState() is called, even when it is redundant. | |||
| 2018-01-05 | Standardise some enums from ALL_CAPS to CamelCase | Jonathan Hamilton | |
| 2018-01-05 | Workaround qualcomm driver bug | Jonathan Hamilton | |
| It seems it doesn't like modifying inout variables in place - so instead use a temporary for ocol0/ocol1 and only write them once at the end of the shader | |||
| 2018-01-05 | Implement dual-source blending in shader | Jonathan Hamilton | |
| For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful. | |||
| 2017-09-11 | VideoBackends: Move SamplerState to common | Stenzek | |
| 2017-09-11 | Renderer: Move cull mode to a rasterization state object | Stenzek | |
| Also moves logic for primitive handling to VideoCommon. | |||
| 2017-09-05 | VideoBackends: Clear uid bits that are unused for the current backend | Stenzek | |
| Currently, this is only the logic op bit, but this will be extended to the framebuffer fetch/blend modes. In the future, when/if we move to VideoCommon pipelines, this state will be part of the pipeline UID anyway, and we can mask it out in the backend by using a two-level map, so the shaders/programs are shared. | |||
| 2017-08-05 | ProgramShaderCache: Call glTexImage3D after glTexParameter | Stenzek | |
| Was missed before merge. | |||
| 2017-08-02 | ProgramShaderCache: Create a FBO for shared contexts to draw into | Stenzek | |
| This way it allows us to use surfaceless contexts in EGL/GLX. It also ensures that the shared context shares a similar setup to the main context's framebuffer, potentially reducing the number of variants a driver needs to generate. | |||
| 2017-07-31 | VideoConfig: Drop force vertex/pixel ubershader settings | Stenzek | |
| This was mainly included for debugging, but could end up being confusing for users, as well as polluting the GL program cache with a mix of uber and specialized shaders if the option was changed. | |||
| 2017-07-30 | Ubershaders: Support per-pixel lighting | Stenzek | |
| 2017-07-30 | VideoBackends: Support a different number of threads for precompiling | Stenzek | |
| At runtime, we only really want a single shader compiler thread. However, for initial boots, we can use a higher number to speed things up. | |||
| 2017-07-30 | ShaderGen: Use consistent variable names for texture coordinates | Stenzek | |
| 2017-07-30 | OGL: Uber shader support | Stenzek | |
| 2017-07-20 | ShaderGen: Pass host config to shader generation functions | Stenzek | |
| Also moves the host config checks to common. | |||
| 2017-07-20 | VideoCommon: Move shader cache filename generation to common | Stenzek | |
| 2017-07-20 | OGL: Reload shader cache when relevant video config changes | Stenzek | |
| 2017-06-18 | Merge pull request #5305 from iwubcode/abstract_texture | shuffle2 | |
| Abstract Texture | |||
