| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-01-27 | VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methods | Stenzek | |
| Also allows the work previously done in Prepare to return a failure status. | |||
| 2018-01-26 | Fix Auto-Adjust Window Size option making the window too large | TraceBullet | |
| 2018-01-26 | AbstractTexture: Fix crash in Vulkan backend when freeing texture | Stenzek | |
| 2018-01-26 | Vulkan: Fix invalid stage mask in layout transitions | Stenzek | |
| 2018-01-26 | Vulkan: Fix waiting on non-existant fence when reading back | Stenzek | |
| 2018-01-22 | AbstractTexture: Move Bind() method to Renderer | Stenzek | |
| This makes state tracking simpler, and enables easier porting to command lists later on. | |||
| 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 | |
| 2018-01-05 | Standardise some enums from ALL_CAPS to CamelCase | Jonathan Hamilton | |
| 2018-01-05 | Workaround qualcomm driver bug | Jonathan Hamilton | |
| It seems it doesn't like modifying inout variables in place - so instead use a temporary for ocol0/ocol1 and only write them once at the end of the shader | |||
| 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. | |||
| 2017-12-10 | OGL: Fix incorrect usage of glGetTextureSubImage | Stenzek | |
| Was causing issues with texture dumping on newer drivers. | |||
| 2017-12-06 | VideoCommon: Drop now unused efb2tex matrix generation. | degasus | |
| 2017-12-06 | D3D: Use VideoCommon EFB-to-texture shaders | Stenzek | |
| 2017-12-03 | OGL/TextureConverter: Remove unnecessary using declaration | Lioncash | |
| 2017-12-03 | OGL/TextureConverter: Resolve -Wmissing-variable-declaration warnings | Lioncash | |
| 2017-12-03 | Merge pull request #6232 from lioncash/d3d-vert-mgr | JosJuice | |
| D3D/VertexManager: Add missing includes | |||
| 2017-12-02 | VKTexture: Add missing override specifier to the other ↵ | Lioncash | |
| ScaleRectangeFromTexture() prototype | |||
| 2017-12-02 | VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype | Lioncash | |
| 2017-12-02 | D3D/VertexManager: Add missing includes | Lioncash | |
| Gets rid of reliance on indirect includes | |||
| 2017-12-02 | VideoBackends: Fix -Wswitch warnings | Léo Lam | |
| 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. | |||
| 2017-11-30 | D3DBase: Mark file-scope variables as internally linked where applicable | Lioncash | |
| 2017-12-01 | Merge pull request #6193 from stenzek/readbacks | Stenzek | |
| Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads | |||
| 2017-11-23 | Vulkan: Fix headless framedumping without USE_X11 set | Stenzek | |
| 2017-11-23 | OGL: Fix headless frame dumping | Stenzek | |
| Also skips swapping the window system buffers in headless mode, as there may not be a surface which can be swapped in the first place. Instead, we call glFlush() at the end of a frame in this case. | |||
| 2017-11-23 | OGL: Update the window size after swapping buffers, not before | Stenzek | |
| Prevents us from rendering beyond the viewport bounds. | |||
| 2017-11-22 | Vulkan: Drop StagingTexture2D class as it is now duplicated functionality | Stenzek | |
| 2017-11-22 | AbstractTexture: Drop slow map readback path | Stenzek | |
| 2017-11-22 | VideoCommon: Re-implement asynchronous frame dumping | Stenzek | |
| This was lost as a result of hybrid XFB, now it is back, and ~10% faster in very brief testing. | |||
| 2017-11-22 | D3D: Use new readback methods for EFB2RAM | Stenzek | |
| 2017-11-22 | OGL: Use new readback methods for EFB2RAM | Stenzek | |
| 2017-11-22 | Vulkan: Use new readback methods for texture encoding | Stenzek | |
| 2017-11-22 | AbstractTexture: Implement Save using new common methods | Stenzek | |
| 2017-11-22 | AbstractTexture: Seperate CopyRectangleFromTexture to two methods | Stenzek | |
| ScaleRectangleFromTexture, which does a draw, and CopyRectangleFromTexture, which where possible, does a bit-for-bit copy. | |||
| 2017-11-22 | VideoBackends: Add AbstractStagingTexture class | Stenzek | |
| Can be used for asynchronous readback or upload of textures. | |||
| 2017-11-22 | AbstractTexture: Support BGRA8 formats | Stenzek | |
| Used for some driver's swap chains, and EFB to RAM. | |||
| 2017-11-22 | VideoCommon: Move abstract texture creation function to Renderer | Stenzek | |
| 2017-11-22 | D3D: Move device release from Renderer destructor to shutdown | Stenzek | |
| Necessary if we wish to have GPU objects in our base class, as otherwise the device will be released before the objects. | |||
| 2017-11-22 | D3D: Remove BeginFrame/EndFrame | Stenzek | |
| These functions did not do anything anyway. There is also no need to present the backbuffer when shutting down. | |||
| 2017-11-22 | D3D: Move remaining static variables from Render.cpp to Renderer class | Stenzek | |
| 2017-11-22 | D3D: Make state cache part of Renderer and not static | Stenzek | |
| 2017-11-22 | Merge pull request #6204 from stenzek/downscaled-screenshots | Leo Lam | |
| Frame Dumping: Fix window-size framedumping | |||
| 2017-11-22 | LightingShaderGen: Always calculate lighting for both color channels | Stenzek | |
| Cel-damage uses the color from the lighting stage of the vertex pipeline as texture coordinates, but sets numColorChans to zero. We now calculate the colors in all cases, but override the color before writing it from the vertex shader if numColorChans is set to a lower value. | |||
| 2017-11-21 | VideoConfig: Remove bSupportsInternalResolutionFrameDumps | Stenzek | |
| Field is unused as of Hybrid XFB. | |||
