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path: root/Source/Core/VideoBackends/OGL/TextureCache.cpp
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2015-08-15TextureCache: Remove redundant floor().Jules Blok
2015-08-15Revert "VideoCommon: Clamp integer conversions."Jules Blok
This reverts commit 0f2c72f0f844c219e168faa7de8dd515f8723fdc.
2015-08-06OGL: Move copy_image variable into backend.degasus
2015-07-25Video: respect stride of efb copies to xfbbooto
2015-07-02Implement scaled partial texture updatesRodolfo Bogado
2015-06-21Support partial texture updates via efb copiesmimimi085181
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