| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2019-01-19 | OGL: Fix broken stereoscopy geometry shader for EFB copies | Stenzek | |
| 2018-11-07 | TextureCache: Implement deferred/batched EFB copies | Stenzek | |
| 2018-10-20 | Refactoring and cleanup of GLInterface (now GLContext) | Stenzek | |
| 2018-08-30 | GL/TextureCache: Clean up inline shader code | spycrab | |
| 2018-05-22 | EFB2RAM: Apply copy filter as a float coefficient after sampling | Stenzek | |
| Using 8-bit integer math here lead to precision loss for depth copies, which broke various effects in games, e.g. lens flare in MK:DD. It's unlikely the console implements this as a floating-point multiply (fixed-point perhaps), but since we have the float round trip in our EFB2RAM shaders anyway, it's not going to make things any worse. If we do rewrite our shaders to use integer math completely, then it might be worth switching this conversion back to integers. However, the range of the values (format) should be known, or we should expand all values out to 24-bits first. | |||
| 2018-05-17 | Merge pull request #6743 from stenzek/faster-disabled-copy-filter | Markus Wick | |
| TextureConversionShader: Don't sample from adjacent rows when not needed | |||
| 2018-05-05 | OGL: Fix incorrect clamping in EFB copies | Stenzek | |
| 2018-05-03 | TextureConversionShader: Don't sample from adjacent rows when not needed | Stenzek | |
| 2018-04-29 | Implement EFB copy filter and gamma in hardware backends | Stenzek | |
| Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders. | |||
| 2018-03-14 | Assert: Uppercase assertion macros | Lioncash | |
| Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores). | |||
| 2018-03-01 | VideoBackends: Restore the framebuffer as part of the API state | Stenzek | |
| It's not often we switch out to draw to the EFB anyway. | |||
| 2018-02-22 | OGL: Track state of last bound vertex array object | Stenzek | |
| This reduces the overhead of calling glBindVertexArray() every time RestoreAPIState() is called, even when it is redundant. | |||
| 2018-01-22 | AbstractTexture: Move Bind() method to Renderer | Stenzek | |
| This makes state tracking simpler, and enables easier porting to command lists later on. | |||
| 2017-12-06 | VideoCommon: Drop now unused efb2tex matrix generation. | degasus | |
| 2017-12-02 | VideoCommon: Rename TextureConversionShader namespace. | degasus | |
| 2017-12-02 | VideoCommon: Create a namespace for TextureConversionShaderGen. | degasus | |
| 2017-12-02 | VideoBackends: Use VideoCommon shader generators for efb2tex copies. | Markus Wick | |
| This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes. | |||
| 2017-11-22 | VideoCommon: Move abstract texture creation function to Renderer | Stenzek | |
| 2017-11-18 | VideoConfig: Make StereoMode an enum class | Lioncash | |
| Makes for more strongly-typed identifiers (and doesn't pollute surrounding namespaces) | |||
| 2017-11-17 | HybridXFB: Fix lint errors | iwubcode | |
| 2017-11-17 | Video Common: Add XFB decoding via the GPU | iwubcode | |
| 2017-10-21 | TextureCache: don't create texture decoding resources if not enabled | Michael M | |
| 2017-09-17 | OGL/TextureCache: Move file statics to the TextureCache class | Lioncash | |
| These rely on instance state, or are used within instance-based class member functions, so they should belong to the instance itself instead of being file statics. | |||
| 2017-08-03 | Video: Clearly separate Texture and EFB Copy formats | N.E.C | |
| Improve bookkeeping around formats. Hopefully make code less confusing. - Rename TlutFormat -> TLUTFormat to follow conventions. - Use enum classes to prevent using a Texture format where an EFB Copy format is expected or vice-versa. - Use common EFBCopyFormat names regardless of depth and YUV configurations. | |||
| 2017-06-13 | Video Backends: Split texture cache code out into separate files, introduce ↵ | iwubcode | |
| 'AbstractTexture' | |||
| 2017-06-07 | fix various instances of -1 being assigned to unsigned types | Shawn Hoffman | |
| 2017-04-29 | TextureCache: Move host texture utility functions to VideoCommon | Stenzek | |
| The appropriate place for these would be AbstractTexture, once it is finished. | |||
| 2017-04-29 | OGL: Use native compressed textures on supported drivers | Stenzek | |
| 2017-04-29 | TextureCache: Support compressed textures and pass pitch/size to upload | Stenzek | |
| This also removes an extra copy of the image for custom textures. | |||
| 2017-04-12 | VideoBackends: Support updated texture encoding shader generators | Stenzek | |
| 2017-04-07 | TextureCache: Fix incomplete GPU texture decoding of non-square mips | Stenzek | |
| 2017-04-01 | OGL: Add GPUTimer class for measuring execution time of a draw/dispatch | Stenzek | |
| 2017-04-01 | OGL: Implement GPU texture decoding backend | Stenzek | |
| 2017-04-01 | OGL: Use ARB_texture_storage to allocate TextureCache entries | Stenzek | |
| This ensures that they are complete textures by decoding time, as when using compute shaders we write directly to the destination texture. | |||
| 2017-04-01 | OGL: Fix render-target texture mipmap allocation | Stenzek | |
| The loop was allocating one-too-many levels, as well as incorrect sizes for each level. Probably not an issue as mipmapped render targets aren't used, but the logic should be correct anyway. | |||
| 2017-02-01 | LightingShaderGen: Remove unnecessary includes | Lioncash | |
| 2016-12-26 | TextureCache: Drop unused parameter in backend API. | degasus | |
| 2016-12-26 | TextureCache: Extract BP enum check to VideoCommon. | degasus | |
| We have TOO many video backends. | |||
| 2016-12-23 | Merge pull request #4224 from lioncash/tcache | Mat M | |
| TextureCacheBase: Eliminate static state | |||
| 2016-12-15 | TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM | Stenzek | |
| 2016-12-09 | TextureCacheBase: Eliminate static state | Lioncash | |
| 2016-10-01 | VideoBackends: Make TextureCache::CompileShaders return a bool | Stenzek | |
| 2016-09-09 | OGL: Remove unnecessary c_str calls | Lioncash | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 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 | |||
