| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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 | |||
| 2017-06-15 | Add a namespace to OpenFStream | JosJuice | |
| For consistency with the other functions in FileUtil.h. | |||
| 2017-06-15 | Move IOFile to a separate file | JosJuice | |
| Reduces the number of files that need to be recompiled when making changes to FileUtil.h. | |||
| 2017-06-13 | Video Backends: Split texture cache code out into separate files, introduce ↵ | iwubcode | |
| 'AbstractTexture' | |||
| 2017-04-01 | OGL: Support compute shaders and emitting GLSL 4.3 | Stenzek | |
| This also changes bSupportsEarlyFragmentTests to bSupportsImageLoadStore, as it is used for both. | |||
| 2017-03-15 | VideoConfig: add bSupportsFragmentStoresAndAtomics | Michael Maltese | |
| 2017-03-09 | Unify the way of setting game ID, title ID, revision | JosJuice | |
| The existing code from ConfigManager, ES and MIOS is merged into a new set of functions called SetRunningGameMetadata. | |||
| 2017-02-19 | VideoBackends: Add a developer option to disable the shader cache. | Jules Blok | |
| Makes it easier to disable the cache while working on the shaders. | |||
| 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 | |
