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path: root/Source/Core/VideoBackends/OGL/TextureCache.cpp
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2015-05-29OGL: 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.
2015-05-27OGL: use GL_TEXTURE* constantsTillmann Karras
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-08VideoCommon: Clamp integer conversions.Jules Blok
2015-05-08VideoBackends: Floor depth values in depth copy shaders.Jules Blok
2015-05-08VideoBackends: Use proper floating point depth precision.Jules Blok
2015-05-05VideoBackends: Implement depth copy shaders with integer math.Jules Blok
2015-05-02VideoCommon: Implement EFB dumping for both backends.Jules Blok
2015-02-24Merge pull request #2089 from degasus/remove_disable_efb_copyPierre Bourdon
Remove disable efb copy
2015-02-24VideoCommon: rename efb2tex and efb2ramdegasus
2015-02-24OGL: support palette texture decodingdegasus
2015-02-24Clean up the intrinsics #ifdef messTillmann Karras
2015-02-19Decode 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..
2015-01-23Remove EFB to RAM cache, and simplify code.magumagu
2015-01-18TexCache: merge texture and rendertarget factory functiondegasus
2015-01-18TexCache: remove PC_TexFormatdegasus
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-11OGL: Warn about wrong texture sizesdegasus
2015-01-11TexCache: create a const Config structdegasus
2015-01-11Merge pull request #1501 from degasus/texture_creationMarkus Wick
D3D: remove load texture on creation optimization
2015-01-10Update size_in_bytes of texture cache entries when copying efb to rammimimi085181
2015-01-10TexCache: remove expanded_widthdegasus
This variable isn't use any more.
2015-01-10TexCache: don't load tex level 0 on creationdegasus
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.
2014-12-29Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.Jules Blok
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-24VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"Jules Blok
Makes a little bit more sense.
2014-12-23Cosmetics.Jules Blok
2014-12-10OGL: Bind the attributeless VAO before EFB copies.Unknown W. Brackets
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-05FramebufferManager: Bind only the first framebuffer layer when the EFB only ↵Jules Blok
has one layer.
2014-11-23GeometryShader: Don't read from output variablesdegasus
2014-11-23GeometryShaderGen: Declare the vertex array size.Jules Blok
2014-11-23TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.Jules Blok
2014-11-23TextureCache: Ensure that all render target textures have as many layers as ↵Jules Blok
the frame buffer. Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.Jules Blok
2014-11-23TextureCache: Force mono copies of the depth buffer.Jules Blok
Fixes stereoscopic stencil shadows in some games.
2014-11-23TextureCache: Fix invalid cast.Jules Blok
2014-11-23VideoConfigDiag: Add stereoscopy options group.Jules Blok
2014-11-23TextureCache: Ignore the geometry shader if stereoscopy is disabled.Jules Blok
2014-11-23TextureCache: Set proper vertex limit in geometry shader.Jules Blok
Without instancing 6 vertices are output instead of 3.
2014-11-23TextureCache: Check the number of layers before reusing a texture.Jules Blok
2014-11-23TextureCache: Implement layered framebuffer support.Jules Blok
Stereoscopic EFB2Tex is now supported.
2014-11-23use GL_TEXTURE_2D_ARRAY for most of our texturesdegasus
2014-11-13Various formatting and consistency fixesStevoisiak
2014-10-26OGL: Get rid of error macrosLioncash
2014-10-24TextureCache: Get rid of explicit deletes in SaveTextureLioncash
2014-08-19msvc: resolve all warnings in VideoBackends/OGL.Shawn Hoffman
2014-08-17Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes ↵KScorp
some graphical glitches in some games.
2014-08-02Move GLInterface around to remove VideoBackends dependency on DolphinWXPierre Bourdon
2014-07-29Really get rid of the MSVC 2005 workaround completelyLioncash
2014-07-18Support Sampler binding in the shader.Ryan Houdek
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-04-12OpenGL backend: remove useless header Globals.h.magumagu
The header has no content, so it can can just be deleted.