| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-02-14 | Copy all layers of textures with CopyRectangleFromTexture | mimimi085181 | |
| 2015-12-29 | TextureCache, fix an incorrect assert. | Scott Mansell | |
| 2015-12-26 | ShaderGeneration: Get rid of static buffers | Lioncash | |
| 2015-12-21 | StreamBuffer: Make factory function return a std::unique_ptr | Lioncash | |
| 2015-11-30 | Make sure not to use a GL texture buffer past the max size. | Ryan Houdek | |
| The spec says that vendors can set the max texture size to be 65KB and we want 1MB. Check the maximum supported and drop to the max if it is less than 1MB | |||
| 2015-11-15 | TextureCache: Rewrite EFB Copy control flow | degasus | |
| 2015-11-15 | TextureCache: Split efb2ram from efb2tex | degasus | |
| 2015-11-15 | OGL-TextureConverter: Keep care about the global state ifself | degasus | |
| 2015-11-15 | OGL: Remove TCache::Entry usage in TextureConverter | degasus | |
| 2015-09-28 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2015-09-22 | Move GL interface code out of the OpenGL video backend. | Scott Mansell | |
| 2015-09-07 | Make efb2tex behave more like efb2ram. | Scott Mansell | |
| Instead of having special case code for efb2tex that ignores hashes, the only diffence between efb2tex and efb2ram now is that efb2tex writes zeros to the memory instead of actual texture data. Though keep in mind, all efb2tex copies will have hashes of zero as their hash. | |||
| 2015-09-06 | Fix palette conversions for 4 bit efb copies. | Scott Mansell | |
| Fixes purple shadow in THPS4 and many other things. | |||
| 2015-09-06 | Move common EFB copy code into VideoCommon | Scott Mansell | |
| Addded a few duplicated depth copy texture formats to the enum in TextureDecoder.h. These texture formats were already implemented in TextureCacheBase and the ogl/dx11 texture cache implementations. | |||
| 2015-09-05 | Cleanup and unify handling of efb copy stride. | Scott Mansell | |
| 2015-08-15 | TextureCache: Remove redundant floor(). | Jules Blok | |
| 2015-08-15 | Revert "VideoCommon: Clamp integer conversions." | Jules Blok | |
| This reverts commit 0f2c72f0f844c219e168faa7de8dd515f8723fdc. | |||
| 2015-08-06 | OGL: Move copy_image variable into backend. | degasus | |
| 2015-07-25 | Video: respect stride of efb copies to xfb | booto | |
| 2015-07-02 | Implement scaled partial texture updates | Rodolfo Bogado | |
| 2015-06-21 | Support partial texture updates via efb copies | mimimi085181 | |
| 2015-05-29 | OGL: Always use sampler objects. | degasus | |
| We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere. | |||
| 2015-05-27 | OGL: use GL_TEXTURE* constants | Tillmann Karras | |
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-08 | VideoCommon: Clamp integer conversions. | Jules Blok | |
| 2015-05-08 | VideoBackends: Floor depth values in depth copy shaders. | Jules Blok | |
| 2015-05-08 | VideoBackends: Use proper floating point depth precision. | Jules Blok | |
| 2015-05-05 | VideoBackends: Implement depth copy shaders with integer math. | Jules Blok | |
| 2015-05-02 | VideoCommon: Implement EFB dumping for both backends. | Jules Blok | |
| 2015-02-24 | Merge pull request #2089 from degasus/remove_disable_efb_copy | Pierre Bourdon | |
| Remove disable efb copy | |||
| 2015-02-24 | VideoCommon: rename efb2tex and efb2ram | degasus | |
| 2015-02-24 | OGL: support palette texture decoding | degasus | |
| 2015-02-24 | Clean up the intrinsics #ifdef mess | Tillmann Karras | |
| 2015-02-19 | Decode EFB copies used as paletted textures. | magumagu | |
| A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward.. | |||
| 2015-01-23 | Remove EFB to RAM cache, and simplify code. | magumagu | |
| 2015-01-18 | TexCache: merge texture and rendertarget factory function | degasus | |
| 2015-01-18 | TexCache: remove PC_TexFormat | degasus | |
| We only support rgba32 for a while now, so there is no need to have everything in common configureable. | |||
| 2015-01-11 | OGL: Warn about wrong texture sizes | degasus | |
| 2015-01-11 | TexCache: create a const Config struct | degasus | |
| 2015-01-11 | Merge pull request #1501 from degasus/texture_creation | Markus Wick | |
| D3D: remove load texture on creation optimization | |||
| 2015-01-10 | Update size_in_bytes of texture cache entries when copying efb to ram | mimimi085181 | |
| 2015-01-10 | TexCache: remove expanded_width | degasus | |
| This variable isn't use any more. | |||
| 2015-01-10 | TexCache: don't load tex level 0 on creation | degasus | |
| This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call. | |||
| 2014-12-29 | Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders. | Jules Blok | |
| Shaders may be compiled before the FramebufferManager is initialized. | |||
| 2014-12-24 | VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth" | Jules Blok | |
| Makes a little bit more sense. | |||
| 2014-12-23 | Cosmetics. | Jules Blok | |
| 2014-12-10 | OGL: Bind the attributeless VAO before EFB copies. | Unknown W. Brackets | |
| Fixes crashes in Zack & Wiki using an older NVIDIA driver. | |||
| 2014-12-05 | FramebufferManager: Bind only the first framebuffer layer when the EFB only ↵ | Jules Blok | |
| has one layer. | |||
| 2014-11-23 | GeometryShader: Don't read from output variables | degasus | |
