| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-04-28 | Merge pull request #8689 from howard0su/cleanup_sign | Léo Lam | |
| Remove warnings of -Wsign-compare | |||
| 2020-04-27 | Merge pull request #8696 from howard0su/cleanup_shadow | Léo Lam | |
| Cleanup warnings of -Wmissing-declarations | |||
| 2020-04-07 | Vulkan: Switch from vkCreateMacOSSurfaceMVK() to vkCreateMetalSurfaceEXT() | Stenzek | |
| Since we are calling this off the UI thread, we can't use anything which accesses the underlying NSView object. We create and set the Metal layer on the UI thread before the video backend is initialized. This extension is both compatible with MoltenVK and gfx-portability for accepting a layer at surface creation. | |||
| 2020-03-25 | Remove warnings of -Wsign-compare | Jun Su | |
| Cast the variable to the coresponding type. | |||
| 2020-03-24 | Cleanup warnings of -Wmissing-declarations | Jun Su | |
| Add static to the functions which is not intentionally export to big scope. | |||
| 2020-03-11 | Vulkan: Pass CAMetalLayer to MoltenVK instead of NSView | Stenzek | |
| Gets rid of the warning for calling [NSView layer] off the main thread. | |||
| 2020-03-11 | VideoBackends: Make it possible for PrepareWindow to change the surface | Stenzek | |
| Again, needed for MoltenVK. | |||
| 2020-01-31 | Vulkan: Treat VK_SUBOPTIMAL_KHR as VK_SUCCESS on Android | Stenzek | |
| Android 10 seems to expect a prerotated/transformed swap chain for optimal presentation. For now, until we implement that, just ignore the hint. | |||
| 2020-01-31 | Vulkan: Log when a swap chain resize is occurring | Stenzek | |
| This may help us debug performance problems in the future. | |||
| 2020-01-24 | Add Dolphin version and current video backend to shader compilation logs | Ryan Meredith | |
| 2019-12-29 | Use pre-increment for iterators instead of post-increment. | David Korth | |
| Pre-increment is more efficient, since it doesn't have to return the old iterator. | |||
| 2019-12-29 | OGL/Render.cpp, InitDriverInfo(): Use std::string_view to eliminate string ↵ | David Korth | |
| copies. Consolidate the NVIDIA Tegra and non-Tegra checks into one branch. | |||
| 2019-12-28 | Add an ARM64 target to Visual Studio projects | Stenzek | |
| 2019-12-19 | Include <memory> for std::unique_ptr in DXContext.h | Casey Carter | |
| 2019-12-09 | Vulkan: Call VertexManagerBase initialize | Stenzek | |
| 2019-12-09 | D3D12: Call VertexManagerBase initialize | Stenzek | |
| 2019-12-07 | Merge pull request #8513 from lioncash/bounding-box | Anthony | |
| VideoCommon/BoundingBox: Make interface for querying bounding box data | |||
| 2019-12-05 | VideoCommon/BoundingBox: Make interface for querying bounding box data | Lioncash | |
| Rather than expose the bounding box members directly, we can instead provide an interface for code to use. This makes it nicer to transition from global data, as the interface function names are already in place. | |||
| 2019-12-05 | VideoCommon/IndexGenerator: Eliminate static state | Lioncash | |
| Now that we've extracted all of the stateless functions that can be hidden, it's time to make the index generator a regular class with active data members. This can just be a member that sits within the vertex manager base class. By deglobalizing the state of the index generator we also get rid of the wonky dual-initializing that was going on within the OpenGL backend. Since the renderer is always initialized before the vertex manager, we now only call Init() once throughout the execution lifecycle. | |||
| 2019-11-30 | Update VS projects/solutions to VS2019 | Stenzek | |
| 2019-11-28 | Common: Unify logging namespace with Common | Lioncash | |
| Previously the logging was a in a little bit of a disarray. Some things were in namespaces, and other things were not. Given this code will feature a bit of restructuring during the transition over to fmt, this is a good time to unify it under a single namespace and also remove functions and types from the global namespace. Now, all functions and types are under the Common::Log namespace. The only outliers being, of course, the preprocessor macros. | |||
| 2019-11-10 | D3DCommon: Remove unused GetDebugObjectName and tidy up SetDebugObjectName | Silent | |
| 2019-11-10 | D3DCommon: Migrate few remaining raw pointers to WRL::ComPtr | Silent | |
| 2019-11-08 | Merge pull request #8378 from stenzek/quad-buffer-stereo | Connor McLaughlin | |
| Various quad-buffered ("HDMI 3D") stereo fixes | |||
| 2019-10-31 | Vulkan: Exclusive fullscreen support via VK_EXT_full_screen_exclusive | Stenzek | |
| 2019-10-31 | Vulkan: Explicitly enable VK_KHR_get_physical_device_properties2 | Stenzek | |
| This was missing from the subgroup PR way back. | |||
| 2019-10-31 | Vulkan: Allow runtime querying of enabled extensions | Stenzek | |
| 2019-10-31 | Merge pull request #8379 from stenzek/mali | Connor McLaughlin | |
| Vulkan: Optimizations for Mali with EFB2RAM on | |||
| 2019-10-04 | Drop 3D Vision Support | Stenzek | |
| 2019-10-02 | Vulkan: Add a DriverDetails bug for "slow cached readback memory" | Stenzek | |
| Using the cached memory type appears to be slower on Mali drivers, with ~10-15% CPU spent in the __pi___inval_cache_range kernel function. | |||
| 2019-10-02 | Vulkan: Add strict flag to memory type selection | Stenzek | |
| 2019-10-02 | D3D11: Initialize shader cache before renderer | Stenzek | |
| Otherwise the shaders we need for e.g. postprocessing are null. | |||
| 2019-08-08 | Merge pull request #8276 from stenzek/adreno-efb-access | Connor McLaughlin | |
| Fix CPU EFB access on Adreno with Vulkan backend | |||
| 2019-08-02 | D3D11: Only use integer RTV when logic op is supported+enabled | Stenzek | |
| 2019-07-31 | Vulkan: Use correct aspect for D24S8 textures | Stenzek | |
| 2019-07-30 | Merge pull request #8258 from CookiePLMonster/dx11.1-detection-fixes | Connor McLaughlin | |
| D3D11 resources refactor and DX11.1 feature detection fixes | |||
| 2019-07-29 | D3D11: Add extra logging to StateCache::Get | Silent | |
| 2019-07-29 | D3D11: Show a warning message about unsupported features when switching to ↵ | Silent | |
| D3D11 backend on Windows 7 | |||
| 2019-07-29 | D3D11: Query for output merger logic op support and use logic op code only ↵ | Silent | |
| if supported Previously code assumed that if DX11.1 runtime is supported, logic ops will, but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops. This created pretty jarring visual artifacts, which now should be gone OR replaced with much less jarring errors. | |||
| 2019-07-29 | D3D11: Ownership fixes for objects in DXTexture | Silent | |
| 2019-07-29 | D3D11: Ownership fixes for objects in D3DState | Silent | |
| 2019-07-29 | D3D11: Correctly poll ALL possible AA levels. | Silent | |
| 2019-07-28 | Merge pull request #8266 from lioncash/shadowing | Connor McLaughlin | |
| D3DCommon/Shader: Use std::optional where applicable | |||
| 2019-07-28 | Merge pull request #8265 from lioncash/view | Connor McLaughlin | |
| OGL/ProgramShaderCache: Use std::string_view where applicable | |||
| 2019-07-27 | VideoBackends/Null: Add missing override specifiers | Lioncash | |
| Applies a missing override specifier to VertexManager's destructor. | |||
| 2019-07-27 | VideoBackends/Null: Apply final to classes where applicable | Lioncash | |
| These aren't intended to be further specialized, so we can make this obvious with final. | |||
| 2019-07-27 | VideoBackends/Null: Remove unnecessary constructors and destructors | Lioncash | |
| Removes constructors and destructors that don't actually provide any behavior (i.e. doesn't constain generated code related to non-trivial members in a cpp file, etc). Lessens the amount of code present. | |||
| 2019-07-27 | VideoBackends/Null: Remove unnecessary includes | Lioncash | |
| 2019-07-26 | D3DCommon/Shader: Use std::optional with CompileShader() | Lioncash | |
| Allows removing the use of an out parameter, making it nicer to use. | |||
| 2019-07-26 | D3DCommon/Shader: Create vector via iterators in CreateByteCode() | Lioncash | |
| Same behavior, but without unnecessary zeroing of data contents. Instead, we supply the dataset to use directly. | |||
