| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-08-31 | OGL: Remove unnecessary renderer global references | Lioncash | |
| 2016-08-23 | OGL: Handle cases where reversed depth is already used. | Jules Blok | |
| 2016-08-19 | Fix a really stupid GLSL version parsing bug | Chris Burgener | |
| 2016-08-18 | OGL: Workaround gl_ClipDistance bug on Mesa i965. | Jules Blok | |
| 2016-08-16 | Improve documentation. | Jules Blok | |
| 2016-08-15 | Cosmetics. | Jules Blok | |
| 2016-08-15 | DriverDetails: Add bug for broken gl_ClipDistance on i965. | Jules Blok | |
| 2016-08-15 | VideoCommon: Add a user-defined far clipping plane. | Jules Blok | |
| 2016-08-15 | OGL: Disable clip distance on when not in a game-like state. | Jules Blok | |
| 2016-08-15 | OGL: Check for GL_DEPTH_CLAMP support. | Jules Blok | |
| It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1. Fallback to old depth range code if there is no method to disable depth clipping. It's more important to have correct clipping than to have accurate depth values. Inaccurate depth values can be fixed by slow depth. | |||
| 2016-08-15 | VertexShaderGen: Use reversed depth range. | Jules Blok | |
| 2016-08-15 | VideoBackends: Enable depth clamping. | Jules Blok | |
| 2016-08-15 | VertexShaderGen: Clip z using user-defined clipping planes. | Jules Blok | |
| 2016-08-15 | VideoCommon: Implement depth range equation in vertex shader. | Jules Blok | |
| 2016-06-26 | VideoBackends: Merge Initialize and Shutdown functions. | degasus | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 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 | |
