| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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 | |
| 2014-11-23 | GeometryShaderGen: Declare the vertex array size. | Jules Blok | |
| 2014-11-23 | TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. | Jules Blok | |
| 2014-11-23 | TextureCache: 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. | |||
| 2014-11-23 | TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. | Jules Blok | |
| 2014-11-23 | TextureCache: Force mono copies of the depth buffer. | Jules Blok | |
| Fixes stereoscopic stencil shadows in some games. | |||
| 2014-11-23 | TextureCache: Fix invalid cast. | Jules Blok | |
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | TextureCache: Ignore the geometry shader if stereoscopy is disabled. | Jules Blok | |
| 2014-11-23 | TextureCache: Set proper vertex limit in geometry shader. | Jules Blok | |
| Without instancing 6 vertices are output instead of 3. | |||
| 2014-11-23 | TextureCache: Check the number of layers before reusing a texture. | Jules Blok | |
| 2014-11-23 | TextureCache: Implement layered framebuffer support. | Jules Blok | |
| Stereoscopic EFB2Tex is now supported. | |||
| 2014-11-23 | use GL_TEXTURE_2D_ARRAY for most of our textures | degasus | |
| 2014-11-13 | Various formatting and consistency fixes | Stevoisiak | |
| 2014-10-26 | OGL: Get rid of error macros | Lioncash | |
| 2014-10-24 | TextureCache: Get rid of explicit deletes in SaveTexture | Lioncash | |
| 2014-08-19 | msvc: resolve all warnings in VideoBackends/OGL. | Shawn Hoffman | |
| 2014-08-17 | Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes ↵ | KScorp | |
| some graphical glitches in some games. | |||
| 2014-08-02 | Move GLInterface around to remove VideoBackends dependency on DolphinWX | Pierre Bourdon | |
| 2014-07-29 | Really get rid of the MSVC 2005 workaround completely | Lioncash | |
| 2014-07-18 | Support 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. | |||
| 2014-04-12 | OpenGL backend: remove useless header Globals.h. | magumagu | |
| The header has no content, so it can can just be deleted. | |||
