| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-02-01 | ShaderGenCommon: Remove unnecessary includes | Lioncash | |
| 2017-02-01 | LightingShaderGen: Remove unnecessary includes | Lioncash | |
| 2017-01-04 | VideoCommon: Make dst_alpha state implicit. | degasus | |
| 2016-12-06 | Common: Add alignment header | Léo Lam | |
| Gets rid of duplicated alignment code. | |||
| 2016-11-27 | Remove unnecessary ConfigManager includes | Léo Lam | |
| Making changes to ConfigManager.h has always been a pain, because it means rebuilding half of Dolphin, since a lot of files depend on and include this header. However, it turns out some includes are unnecessary. This commit removes ConfigManager includes from files which don't contain SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the ConfigManager include is not used). (I've also had to get rid of some indirect includes.) | |||
| 2016-10-29 | DiscIO/SConfig: Rename GetUniqueID to GetGameID | JosJuice | |
| We call this "game ID" everywhere else, and it's not actually completely unique. | |||
| 2016-10-04 | PixelShaderGen: Drop dstAlphaMode constant in shader generation. | degasus | |
| It is already stored within the UID. | |||
| 2016-10-01 | ShaderGen: Specify attribute/output locations/bindings explicitly | Stenzek | |
| This also shifts the SSBO index from index 3 to index 0. | |||
| 2016-07-29 | VideoCommon: Make API_TYPE an enum class | Lioncash | |
| Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers. | |||
| 2016-06-26 | Remove the rest of ShaderDebugging. | Scott Mansell | |
| Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back). | |||
| 2016-06-26 | Multithreadded Shadergen: Minor fixups. | Scott Mansell | |
| 2016-06-26 | Remove UID Checker. | Scott Mansell | |
| Kind of pointless now that multiple shaders with the same UID are now fundementally impossible. | |||
| 2016-06-26 | Multithreadded Shadergen: Second pass over Pixel Shadergen. | Scott Mansell | |
| Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future. | |||
| 2016-06-26 | Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens | Scott Mansell | |
| As much as possible, the asserts have been moved out of the GetUID function. But there are some places where asserts depend on variables that aren't stored in the shader UID. | |||
| 2016-06-26 | Multithreadded Shadergen: Second Pass over geometery Shadergen | Scott Mansell | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2015-12-26 | ShaderGeneration: Get rid of static buffers | Lioncash | |
| 2015-12-21 | StreamBuffer: Make factory function return a std::unique_ptr | Lioncash | |
| 2015-11-23 | We shouldn't be trying to enable the SSBO extension in ES. | Ryan Houdek | |
| 2015-11-04 | Merge pull request #3227 from Tilka/sizeof | Scott Mansell | |
| OGL: don't hardcode buffer sizes | |||
| 2015-11-04 | OGL: use StringFromFormat where appropriate | Tillmann Karras | |
| 2015-11-04 | Merge pull request #3226 from Tilka/shadergen | Scott Mansell | |
| VideoCommon: return code/uid from shader gens | |||
| 2015-11-03 | DriverDetails: remove BUG_BROKENINFOLOG leftovers | Tillmann Karras | |
| It was removed in 961873827853891aba6bc43243c01bf70e2c1f4b. | |||
| 2015-11-03 | VideoCommon: return code/uid from shader gens | Tillmann Karras | |
| rather than passing in non-const references | |||
| 2015-11-01 | VideoCommon: flush vertex manager if components change | Tillmann Karras | |
| 2015-10-29 | ShaderCaches: remove unneeded typedefs | Tillmann Karras | |
| 2015-10-29 | OGL/ProgramShaderCache: small cleanup | Tillmann Karras | |
| Drop an unused function and privatize the cash, er, I mean cache. | |||
| 2015-10-18 | Make sure FORCE_EARLY_Z is defined for GLES | Scott Mansell | |
| 2015-10-18 | Support Conservative Depth as a fallback for EarlyZ | Scott Mansell | |
| Allows Mesa based drivers to support ZCompLoc | |||
| 2015-10-12 | PixelShaderGen: Use arrays of texture samplers. | Scott Mansell | |
| 2015-09-28 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2015-09-07 | OGL: reimplement SSAA based on ARB_gpu_shader5 | degasus | |
| So i965 shall support it again. | |||
| 2015-09-06 | VideoBackends: Reimplement SSAA, now for D3D + OGL | degasus | |
| 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). | |||
| 2015-09-04 | Remove all of our workarounds for Qualcomm devices we don't support anymore. | Ryan Houdek | |
| 2015-09-04 | Support EXT_blend_func_extended in GLES. | Ryan Houdek | |
| This lets us get dual source blending on GLES targets. | |||
| 2015-09-01 | [GLES] Support texture_buffer for palette texture conversion. | Ryan Houdek | |
| OpenGL ES 3.2 adds this feature to core It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well. For the non-Nvidia vendors that implemented this is: - Qualcomm's Adreno 4xx - IMGTec's PowerVR Rogue | |||
| 2015-08-26 | Support OpenGL ES 3.2. | Ryan Houdek | |
| OpenGL ES 3.2 adds a few things we care about supporting in core. In particular: - GL_{ARB,EXT,OES}_draw_elements_base_vertex - KHR_Debug - Sample Shading - GL_{ARB,EXT,OES,NV}_copy_image - Geometry shaders - Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size) Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on. This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions. | |||
| 2015-06-12 | Options: merge SCoreStartupParameter into SConfig | degasus | |
| 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. | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-03-08 | Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia | Ryan Houdek | |
| Fix OpenGL ES 3.1 on non-Nvidia devices. | |||
| 2015-03-08 | Fix OpenGL ES 3.1 on non-Nvidia devices. | Ryan Houdek | |
| We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec. If we are running as GLES then just not put it in the shaders. | |||
| 2015-03-02 | ProgramShaderCache: Do plenty of error checking before writing shaders to ↵ | Jules Blok | |
| the disk. | |||
| 2015-02-24 | OGL: support palette texture decoding | degasus | |
| 2014-12-19 | VideoCommon: Make IsPassthrough() a function of the ShaderUid. | Jules Blok | |
| 2014-12-18 | OGL: Don't generate a geometry shader if the backend doesn't support it. | Jules Blok | |
| This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag. | |||
| 2014-12-18 | GeometryShader: Disable the geometry shader stage if it is a pass-through ↵ | Jules Blok | |
| shader. | |||
| 2014-12-15 | GeometryShaderGen: Support multiple primitive types. | Jules Blok | |
| And make more stereoscopy code optional. | |||
