| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-20 | analytics: Report OpenGL's adapter name too. | Scott Mansell | |
| 2016-05-30 | [OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE | Anthony Serna | |
| 2016-05-11 | OGL: Drop QC ES3.1 workaround. | degasus | |
| This was never tested well: HdkR> The tester was most likely trying to load a stale shader cache or something | |||
| 2016-05-08 | D3D12: Implement XFB encoding/decoding (support Real XFB) | Stenzek | |
| 2016-03-26 | OpenGL: Cache query to max texture size. | Scott Mansell | |
| This showed up really high when I was profiling things. | |||
| 2016-01-28 | Merge pull request #3426 from Sonicadvance1/ES_fix_framedump | Ryan Houdek | |
| Add support for framedumping to OpenGL ES. | |||
| 2016-01-25 | Fifo: Make g_bSkipCurrentFrame a TU-local variable | Lioncash | |
| This is only ever queried, making it a global isn't necessary. | |||
| 2016-01-20 | Blacklist Sandy Bridge on mesa from using geometry shaders. | Ryan Houdek | |
| 2016-01-12 | Fifo: Create a "Fifo" namespace. | degasus | |
| 2016-01-10 | [Android] Add support for rotation and minimizing the application | Ryan Houdek | |
| 2016-01-10 | Merge pull request #3439 from Armada651/depth-range | Pierre Bourdon | |
| Render: Clamp the z range to the full range. | |||
| 2016-01-09 | Disable geometry shaders on mesa AMD/ATI drivers. | Ryan Houdek | |
| Causes misrenderings in games that uses them. | |||
| 2016-01-09 | Add support for framedumping to OpenGL ES. | Ryan Houdek | |
| 2016-01-09 | Merge pull request #3451 from RisingFog/libav | Pierre Bourdon | |
| Use ffmpeg for Windows Video Dumping instead of VFW | |||
| 2016-01-07 | Use ffmpeg for Windows Video Dumping instead of VFW | Chris Burgener | |
| 2016-01-06 | Merge pull request #3428 from Sonicadvance1/proper_glextensions | Ryan Houdek | |
| Make GLExtensions no longer require slghtly modified GL headers | |||
| 2016-01-04 | Merge pull request #3434 from lioncash/enum | Markus Wick | |
| OnScreenDisplay: Make CallbackType an enum class | |||
| 2016-01-03 | OGL: Correct unique_ptr types | Lioncash | |
| By default unique_ptr will call delete on the given type if an array qualifier isn't present, not delete[]. It's important to explicitly specify an array is being handled. | |||
| 2016-01-03 | Render: Clamp the z range to the full range. | Jules Blok | |
| 2016-01-02 | VideoBackend: Get rid of a boolean global | Lioncash | |
| Also gets rid of global headers | |||
| 2016-01-02 | OnScreenDisplay: Make CallbackType an enum class | Lioncash | |
| 2016-01-02 | Make GLExtensions no longer require slghtly modified GL headers. | Ryan Houdek | |
| In fact, removes the need for external headers at all. | |||
| 2016-01-01 | Merge pull request #3336 from Sonicadvance1/improve_glextensions | Ryan Houdek | |
| [GLExtensions] Improve the extension loader. | |||
| 2015-12-30 | Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes | Markus Wick | |
| D3D: Implement vectored efb pokes | |||
| 2015-12-23 | OGL: Fix for black framebuffer when resolution/msaa mode changes | Stenzek | |
| 2015-12-22 | Render: Get rid of explicit new and delete | Lioncash | |
| 2015-12-20 | VideoBackends: Simplify initialization and deinitialization of resources | Lioncash | |
| Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null | |||
| 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. | |||
| 2015-12-15 | MSAA: Store samples in ini files. | degasus | |
| 2015-12-13 | [OGL] Update extension checks in Render. | Ryan Houdek | |
| This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES. This no longer happens so it needed to be changed. | |||
| 2015-11-19 | Enable Anisotropic filtering in ES. | Ryan Houdek | |
| This adds a check to make sure the vendor supports anisotropic filtering. Pretty much all vendors support this, even the mobile ones. | |||
| 2015-11-05 | Remove the "Show EFB Copy Regions" debug option. | Scott Mansell | |
| It was only implemented in OpenGL, though the option was visible in both backends, leading to memory leaks if you enabled it in DirectX. And it wasn't particularly useful as a debug feature as it only showed where in the EFB the copies were taken from, not what format it was, or what the copy was used for, or what content was in the EFB at that point in time. Also, it stretched the copy regions relative to the window, so the on-screen regions don't even line up with the window unless the game used the full EFB (some pal games) and you game image stretched to the full window. | |||
| 2015-10-18 | Support Conservative Depth as a fallback for EarlyZ | Scott Mansell | |
| Allows Mesa based drivers to support ZCompLoc | |||
| 2015-09-29 | OGL: Remove unnecesary FPSCounter include from Render.cpp | Lioncash | |
| 2015-09-22 | EGL: Don't depend on VideoCommon or Core | Scott Mansell | |
| 2015-09-22 | Move GL interface code out of the OpenGL video backend. | Scott Mansell | |
| 2015-09-12 | Merge pull request #3018 from Armada651/ogl-tab | Ryan Houdek | |
| OGL: Invert Top-and-Bottom mode. | |||
| 2015-09-12 | Merge pull request #3002 from degasus/master | Ryan Houdek | |
| OGL: reimplement SSAA based on ARB_gpu_shader5 | |||
| 2015-09-10 | OGL: Invert Top-and-Bottom mode. | Jules Blok | |
| 2015-09-10 | Merge pull request #3012 from degasus/destAlpha | Ryan Houdek | |
| VideoCommon: Drop "Disable destAlpha" hack | |||
| 2015-09-10 | Split OpenGL errors into a separate logtype from Video errors. | Scott Mansell | |
| Allows them to be enabled/disabled separately. | |||
| 2015-09-09 | VideoCommon: Drop "Disable destAlpha" hack | degasus | |
| This option has no use any more, neither performance nor driver workaround. | |||
| 2015-09-09 | Drop DEBUG_SEVERITY_NOTIFICATION messages down to DEBUG_LOG | Scott Mansell | |
| 2015-09-07 | OGL: reimplement SSAA based on ARB_gpu_shader5 | degasus | |
| So i965 shall support it again. | |||
| 2015-09-07 | [GLES] Enable bounding box support. | Ryan Houdek | |
| 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 | |||
