| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-11-07 | Vulkan: Submit fewer command buffers in deferred EFB copies mode | Stenzek | |
| 2018-07-19 | FramebufferManager: Dynamic selection of EFB depth format | Stenzek | |
| 2018-04-12 | Reformat all the things! | spycrab | |
| 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 | AbstractTexture: Support multisampled abstract texture | Stenzek | |
| 2018-01-11 | Vulkan: Fix possible mismatch between EFB framebuffer and render pass | Stenzek | |
| This could happen when changing MSAA settings or internal resolution at runtime. | |||
| 2018-01-11 | Vulkan: Move pipeline barrier outside render pass for EFB peeks | Stenzek | |
| 2018-01-11 | Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range | Stenzek | |
| 2018-01-11 | Vulkan: Move render pass management to ObjectCache | Stenzek | |
| 2018-01-11 | Vulkan: Add missing layout transition when resolving MSAA depth buffers | Stenzek | |
| 2017-11-22 | Vulkan: Drop StagingTexture2D class as it is now duplicated functionality | Stenzek | |
| 2017-11-19 | Merge pull request #6186 from lioncash/enum-class | Leo Lam | |
| VideoConfig: Make AspectMode and StereoMode enum classes | |||
| 2017-11-19 | VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB | Lioncash | |
| Just some inclusions that weren't removed in the initial Hybrid XFB PR. | |||
| 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 | Remove old XFB logic | iwubcode | |
| 2017-11-17 | Add support for hybrid XFB | iwubcode | |
| 2017-09-11 | VideoCommon: Add helpers for generating common render states | Stenzek | |
| 2017-09-11 | Vulkan: Clear contents of EFB convert framebuffer at create time | Stenzek | |
| Fixes a validation layer warning when converting pixel formats. | |||
| 2017-09-11 | Renderer: Move cull mode to a rasterization state object | Stenzek | |
| Also moves logic for primitive handling to VideoCommon. | |||
| 2017-09-11 | Renderer: Move depth state to VideoCommon and seperate from bpmem | Stenzek | |
| 2017-07-30 | Vulkan: Move shader/pipeline-related methods to ShaderCache | Stenzek | |
| 2017-07-20 | Vulkan: Emit input/output locations for EFB poke geometry shader | Stenzek | |
| 2017-06-13 | Video Backends: Split texture cache code out into separate files, introduce ↵ | iwubcode | |
| 'AbstractTexture' | |||
| 2017-04-18 | Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state | Stenzek | |
| Vulkan: Use BlendingState from VideoCommon | |||
| 2017-04-18 | Vulkan: Use BlendingState from VideoCommon | Stenzek | |
| Remove the internal BlendState union. Also fixes Kirby's Return to Dreamland shadows. | |||
| 2017-04-15 | Vulkan: Clamp framebuffer resolve rectangle to texture size | Stenzek | |
| This is invalid and was causing the NVIDIA driver to throw an error. | |||
| 2017-03-04 | VideoCommon: Eliminate static state in Renderer | Stenzek | |
| 2017-02-03 | FramebufferManagerBase: Return a std::pair from GetTargetSize | Lioncash | |
| Keeps associated data together. It also eliminates the possibility of out parameters not being initialized properly. For example, consider the following example: -- some FramebufferManager implementation -- void FBMgrImpl::GetTargetSize(u32* width, u32* height) override { // Do nothing } -- somewhere else where the function is used -- u32 width, height; framebuffer_manager_instance->GetTargetSize(&width, &height); if (texture_width != width) <-- Uninitialized variable usage { ... } It makes it much more obvious to spot any initialization issues, because it requires something to be returned, as opposed to allowing an implementation to just not do anything. | |||
| 2017-02-01 | LightingShaderGen: Remove unnecessary includes | Lioncash | |
| 2016-12-27 | Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebuffer | Stenzek | |
| 2016-12-04 | Vulkan: Use explicit barriers instead of dependancies | Stenzek | |
| At least on NV, some of these don't seem to have the intended effect. One known instance of this is in texture conversion. | |||
| 2016-12-04 | Vulkan: Move XFB encoding/decoding to TextureConverter | Stenzek | |
| 2016-12-04 | Vulkan: Implement StagingTexture2D on top of StagingBuffer | Stenzek | |
| Greatly simplifies things, and we weren't using the linear texture implementation anyway. | |||
| 2016-12-04 | Vulkan: Use an enumeration to index pipeline layouts | Stenzek | |
| 2016-11-30 | Vulkan: Replace explicit command buffer submits with wrapper function | Stenzek | |
| Should we ever introduce anything else that has to be done when a command buffer is executed (e.g. invalidating constants from previous commit), we don't have to update all the callers. | |||
| 2016-11-19 | Vulkan: Handle strided XFB copies | Stenzek | |
| Where src_rect.width * 2 != dst_stride. | |||
| 2016-11-14 | Vulkan: Use correct sample count for EFB pokes with MSAA enabled | Stenzek | |
| 2016-11-14 | Vulkan: Fix crash on EFB poke | Stenzek | |
| 2016-11-03 | Vulkan: Implement virtual/real XFB support | Stenzek | |
| 2016-11-03 | Vulkan: Remove parameters/members of single-instance classes | Stenzek | |
| There's not a lot of point in passing these around or storing them (texture cache/state tracker mainly) as there will only ever be a single instance of the class. Also adds downcast helpers such as Vulkan::Renderer::GetInstance(). | |||
| 2016-10-03 | Vulkan: Fix resource leaks present at shutdown and mode changes | Stenzek | |
| Infrequent, but still happened. | |||
| 2016-09-30 | Vulkan: Amend header includes | Lioncash | |
| Adds headers where necessary to eliminate indirect includes. Also adds headers to ensure certain standard constructs always resolve correctly | |||
| 2016-10-01 | Vulkan: Use render-pass based clears where possible | Stenzek | |
| 2016-10-01 | Implement experimental Vulkan backend | Stenzek | |
