| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-04-16 | AbstractPipeline: Support returning "cache data" | Stenzek | |
| "Cache data" can be used to assist a driver with creating pipelines by using previously-compiled shader ISA. | |||
| 2019-03-30 | Vulkan: Fix crash when checking subgroup support on Mesa | Stenzek | |
| 2019-03-29 | Vulkan: Support subgroup reduction operations via GL_KHR_shader_subgroup | Stenzek | |
| 2019-03-09 | VideoConfig: Add SupportsPartialDepthCopies to backend info | Stenzek | |
| D3D11 doesn't support partial copies of depth buffers via CopySubResource(), so we need to use a different path for the EFB cache. | |||
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2019-02-15 | Vulkan: Support runtime selection of WSI | Stenzek | |
| 2019-02-03 | WiimoteEmu: Remove redundant Matrix library and use the one in Common. | Jordan Woyak | |
| 2018-11-07 | Vulkan: Support macOS via MoltenVK | Stenzek | |
| The path to the MoltenVK library can be specified by the LIBMOLTENVK_PATH environment variable, otherwise it assumes it is located in the application bundle's Contents/MacOS directory. | |||
| 2018-08-29 | Vulkan: Drop usage of VK_NV_glsl extension | Stenzek | |
| It's not providing a large performance improvement anymore, after the more recent drivers introduced a new shader compiler. | |||
| 2018-05-26 | VideoConfig: Add a field for indicating logic op support in the backend | Stenzek | |
| 2018-04-16 | Common/Logging/Log: Wrap GENERIC_LOG macro's body in do { } while (0) | Lioncash | |
| Enforces the termination of GENERIC_LOGs with semicolons. | |||
| 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). | |||
| 2018-03-14 | Vulkan: Provide a more accurate method of detecting drivers/vendors | Stenzek | |
| This is needed to differentiate between the open-source Mesa drivers and their binary counterparts for Intel and AMD. | |||
| 2018-03-10 | OGL: Re-implement async shader compiling | Stenzek | |
| 2018-02-11 | VideoConfig: Remove bForceCopyToRam field | Stenzek | |
| It's the inverse of supports-copy-to-vram. | |||
| 2018-01-05 | Implement dual-source blending in shader | Jonathan Hamilton | |
| For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful. | |||
| 2017-11-21 | VideoConfig: Remove bSupportsInternalResolutionFrameDumps | Stenzek | |
| Field is unused as of Hybrid XFB. | |||
| 2017-11-17 | Software Backend: Force EFB/XFB to copy to ram | iwubcode | |
| 2017-11-17 | Add support for hybrid XFB | iwubcode | |
| 2017-10-11 | Vulkan: Improve readability of device/instance extension checks | Stenzek | |
| 2017-10-11 | Vulkan: Use VK_NV_glsl extension where available, and skip glslang | Stenzek | |
| 2017-09-09 | Common: Move version strings to their own header | Lioncash | |
| Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing. This also places them into the Common namespace, as opposed to letting them sit in the global namespace. | |||
| 2017-09-06 | Merge pull request #6012 from stenzek/drop-nv-glsl | Jules Blok | |
| Vulkan: Drop VK_NV_glsl extension support | |||
| 2017-09-05 | Vulkan: Use a separate queue for presenting. | spxtr | |
| Before this change, we simply fail if the device does not expose one queue family that supports both graphics and present. Currently this is fine, since devices tend to lay out their queues in this way. NV, for instance, tends to have one queue family for all graphics operations and one more for transfer only. However, it's not a hard requirement, and it is cheap to use a separate queue, so we might as well. | |||
| 2017-09-03 | Revert "Vulkan: Use VK_NV_glsl extension where available, and skip glslang" | Stenzek | |
| This reverts commit d23fd17e1a2c7c617731d619020af021a7658e93. Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The performance gap doesn't seem to be as wide with the updated driver, so to save maintaining two code paths, it's easier to just drop the extension support completely. | |||
| 2017-08-01 | HiresTextures: Support loading BC7 (BPTC) from DDS files | Stenzek | |
| 2017-07-30 | ShaderGen: Implement pixel ubershaders | Stenzek | |
| 2017-07-30 | Vulkan: Use VK_NV_glsl extension where available, and skip glslang | Stenzek | |
| Seems to produce faster ubershaders, at least. | |||
| 2017-04-29 | Vulkan: Support native compressed textures | Stenzek | |
| 2017-04-29 | HiresTextures: Support parsing DDS files directly | Stenzek | |
| This leaves DDS textures using DXT1/3/5 compressed in-memory, which can be passed directly to the backend. | |||
| 2017-04-25 | VideoConfigDiag: Move post-processing shader list to post processor | Stenzek | |
| The backends don't use this list at all, and since more than one backend supports post-processing now, it's duplicate code. | |||
| 2017-04-25 | Vulkan: Implement post-processing backend | Stenzek | |
| No new features, just parity with OpenGL. | |||
| 2017-04-01 | Vulkan: Implement compute-shader based GPU texture decoding | Stenzek | |
| 2017-04-01 | Vulkan: Compute shader support | Stenzek | |
| 2017-04-01 | VideoBackends: Add configuration field for GPU texture decoding | Stenzek | |
| 2017-04-01 | VideoBackends: Add support flag for compute shaders | Stenzek | |
| 2017-03-15 | VideoConfig: add bSupportsFragmentStoresAndAtomics | Michael Maltese | |
| 2017-03-14 | OGL: Remove support for NV_depth_buffer_float. | Jules Blok | |
| We can't clamp the depth values to the 24-bit range while this extension is active. | |||
| 2017-03-10 | Merge pull request #4935 from Armada651/depth-range-fix | Markus Wick | |
| VideoBackends: Set the maximum range when the depth range is oversized. | |||
| 2017-03-10 | VideoBackends: Move max texture size to VideoConfig | Stenzek | |
| This stops the virtual method call from within the Renderer constructor. The initialization here for GL had to be moved to VideoBackend, as the Renderer constructor will not have been executed before the value is required. | |||
| 2017-02-24 | OGL: Add support for glDepthRangedNV to handle oversized depth ranges. | Jules Blok | |
| 2017-02-18 | Vulkan: Handle BUG_PRIMITIVE_RESTART | Stenzek | |
| 2017-01-29 | Vulkan: Refactor initialization to only use a single instance | Stenzek | |
| Hopefully will fix the crash in vkDestroyInstance on the NV Shield TV, and likely reduce boot times slightly for drivers that take a while to create instances. | |||
| 2016-12-04 | Vulkan: Enable GS instancing | Stenzek | |
| 2016-12-04 | Vulkan: Support logging debug reports without enabling validation layers | Stenzek | |
| There is a caveat, Host GPU must be checked prior to starting the game, as we can't enable the extension at runtime without recreating the instance. | |||
| 2016-12-04 | Vulkan: Fix typo in PopulateBackendInfoMultisampleModes | Stenzek | |
| 2016-11-28 | Vulkan: Support full resolution frame dumping | Stenzek | |
| 2016-11-28 | VideoConfig: Add option for full-resolution frame dumping | Stenzek | |
| 2016-10-03 | Vulkan: Fix compilation on 32-bit targets | Stenzek | |
