| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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 | |
| 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 | |
