| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-27 | Merge pull request #3930 from RisingFog/split_video_dump_resolution | Chris Burgener | |
| Split Video Dumps on Resolution Change | |||
| 2016-06-27 | Fix D3D crashes/issues | Chris Burgener | |
| 2016-06-27 | D3D: Fix crash on start with BBox enabled | Léo Lam | |
| Someone removed the BBox::Init(), causing crashes when BBox is enabled. Fixes issue #9643. | |||
| 2016-06-26 | VideoCommon: Drop GetConfigName. | degasus | |
| We're past 5.0 now, so there is no need to look for old inis. | |||
| 2016-06-26 | VideoBackends: Merge ShowConfig functions. | degasus | |
| 2016-06-26 | VideoBackends: Merge Initialize and Shutdown functions. | degasus | |
| 2016-06-26 | Merge pull request #3513 from phire/make_hdkr_happy | Scott Mansell | |
| Get shadergen ready for Multithreadded generation of shaders. | |||
| 2016-06-26 | Add missing override | comex | |
| 2016-06-26 | Remove the rest of ShaderDebugging. | Scott Mansell | |
| Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back). | |||
| 2016-06-26 | Multithreadded Shadergen: Minor fixups. | Scott Mansell | |
| 2016-06-26 | Remove UID Checker. | Scott Mansell | |
| Kind of pointless now that multiple shaders with the same UID are now fundementally impossible. | |||
| 2016-06-26 | Multithreadded Shadergen: Second pass over Pixel Shadergen. | Scott Mansell | |
| Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future. | |||
| 2016-06-26 | Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens | Scott Mansell | |
| As much as possible, the asserts have been moved out of the GetUID function. But there are some places where asserts depend on variables that aren't stored in the shader UID. | |||
| 2016-06-26 | Multithreadded Shadergen: Second Pass over geometery Shadergen | Scott Mansell | |
| 2016-06-25 | Null: Create Visual Studio project file. | degasus | |
| Why is this so stupid on linux..... | |||
| 2016-06-25 | nullvideo: initial release of null video backend | degasus | |
| 2016-06-24 | Fix D3D12 headers missing includes. | Pierre Bourdon | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-06-20 | analytics: Report OpenGL's adapter name too. | Scott Mansell | |
| 2016-05-30 | [OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE | Anthony Serna | |
| 2016-05-26 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2016-05-19 | D3D11: Fix CPU EFB color reads when MSAA is enabled | Stenzek | |
| Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what the read handler is expecting. Depth reads will now return the minimum depth of all samples, instead of the average of all samples. | |||
| 2016-05-19 | OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers | Stenzek | |
| Using glMapBufferRange to read back the contents of the SSBO is extremely slow on NVIDIA drivers. This is more noticeable at higher internal resolutions. Using glGetBufferSubData instead does not seem to exhibit this slowdown. | |||
| 2016-05-18 | Merge pull request #3832 from degasus/android | Markus Wick | |
| DriverDetails: Update Qualcomm new driver version. | |||
| 2016-05-18 | VideoSW: Fix XFB config. | degasus | |
| 2016-05-18 | VideoSW: Drop Update in XFB copy. | degasus | |
| 2016-05-11 | OGL: Use coherent mapping on Qualcomm devices. | degasus | |
| 2016-05-11 | OGL: Drop QC ES3.1 workaround. | degasus | |
| This was never tested well: HdkR> The tester was most likely trying to load a stale shader cache or something | |||
| 2016-05-08 | D3D12: Specify read/write ranges when calling Map/Unmap | Stenzek | |
| 2016-05-08 | D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture | Stenzek | |
| This was occuring when the source texture was larger than the destination texture, but the source rect was <= dest rect, so the copy is valid. | |||
| 2016-05-08 | D3D12: Cleanup startup/shutdown process | Stenzek | |
| Sorts out references that cause some modules to be kept around after backend shutdown. Should also solve the issue with errors being thrown due to the config being loaded after device creation, leading to the incorrect device being used in a multi-adapter system. | |||
| 2016-05-08 | D3D12: Implement perf query support | Stenzek | |
| 2016-05-08 | D3D12: Remove D3D11 header references | Stenzek | |
| 2016-05-08 | D3D12: Implement XFB encoding/decoding (support Real XFB) | Stenzek | |
| 2016-05-08 | D3D12: Remove feature level checks | Stenzek | |
| We don't create a device below feature level 11_0 anyway, so no point checking, we can just assume support. | |||
| 2016-05-08 | D3D12: Don't add padding when allocating within empty StreamBuffer | Stenzek | |
| Resources are already aligned to an address larger than any of our requirements, anyway. | |||
| 2016-05-08 | D3D12: Improve output of shader compiler errors | Stenzek | |
| These were completely broken due to lack of c_str(). We also output warnings now as well (these can be useful). | |||
| 2016-05-08 | D3D12: Refactoring and cleanups | Stenzek | |
| Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing. | |||
| 2016-05-08 | D3D12: Fix error with >1xIR/MSAA EFB depth access | Stenzek | |
| 2016-05-08 | D3D12: Implement GPU-based bounding box | Stenzek | |
| 2016-05-08 | D3D12: Use helper method for binding EFB render targets | Stenzek | |
| 2016-05-08 | D3D12: Use signed ints for viewport origin | Stenzek | |
| Fixes black screen when crop is enabled. | |||
| 2016-05-08 | D3D12: Allow large texture uploads (>64MiB) by using temporary buffer | Stenzek | |
| This is not optimal, but for those texture packs with extremely large images, it won't crash. Releasing after the frame completes is an option too, however, there is the risk of running out of memory by doing this. | |||
| 2016-05-03 | Merge pull request #3742 from phire/dither | Matthew Parlane | |
| Implement Dithering for video software | |||
| 2016-04-30 | VideoSW: Fix special case. | degasus | |
| I have no clue what this special case shall be, but accessing g_main_cp_state within Flush() is not allowed. We likely still have a bad behavior, but now it only depends on the current state, not on the next one after flushing. | |||
| 2016-04-24 | Merge pull request #3745 from stenzek/d3d11-texcache | Jules Blok | |
| D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases | |||
| 2016-03-30 | D3D: Amend code to fix a new VS warning | Lioncash | |
| Fixes warning C4334 | |||
| 2016-03-30 | Merge pull request #3656 from phire/windows-10-sdk-update | Pierre Bourdon | |
| Updated D3D12 to build on the newer windows 10 sdk. | |||
| 2016-03-26 | Updated D3D12 to build on the newer windows 10 sdk. | Scott Mansell | |
| 2016-03-26 | Merge pull request #3672 from EmptyChaos/d3d-anisotropy | Pierre Bourdon | |
| Fix D3D Forced Anisotropy | |||
