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2018-01-27VideoBackends: Combine Initialize/Prepare and Cleanup/Shutdown methodsStenzek
Also allows the work previously done in Prepare to return a failure status.
2018-01-26Fix Auto-Adjust Window Size option making the window too largeTraceBullet
2018-01-26AbstractTexture: Fix crash in Vulkan backend when freeing textureStenzek
2018-01-26Vulkan: Fix invalid stage mask in layout transitionsStenzek
2018-01-26Vulkan: Fix waiting on non-existant fence when reading backStenzek
2018-01-22AbstractTexture: Move Bind() method to RendererStenzek
This makes state tracking simpler, and enables easier porting to command lists later on.
2018-01-11Vulkan: Fix possible mismatch between EFB framebuffer and render passStenzek
This could happen when changing MSAA settings or internal resolution at runtime.
2018-01-11Vulkan: Move pipeline barrier outside render pass for EFB peeksStenzek
2018-01-11Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-rangeStenzek
2018-01-11Vulkan: Move render pass management to ObjectCacheStenzek
2018-01-11Vulkan: Add missing layout transition when resolving MSAA depth buffersStenzek
2018-01-05Standardise some enums from ALL_CAPS to CamelCaseJonathan Hamilton
2018-01-05Workaround qualcomm driver bugJonathan 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
2018-01-05Implement dual-source blending in shaderJonathan Hamilton
For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful.
2017-12-10OGL: Fix incorrect usage of glGetTextureSubImageStenzek
Was causing issues with texture dumping on newer drivers.
2017-12-06VideoCommon: Drop now unused efb2tex matrix generation.degasus
2017-12-06D3D: Use VideoCommon EFB-to-texture shadersStenzek
2017-12-03OGL/TextureConverter: Remove unnecessary using declarationLioncash
2017-12-03OGL/TextureConverter: Resolve -Wmissing-variable-declaration warningsLioncash
2017-12-03Merge pull request #6232 from lioncash/d3d-vert-mgrJosJuice
D3D/VertexManager: Add missing includes
2017-12-02VKTexture: Add missing override specifier to the other ↵Lioncash
ScaleRectangeFromTexture() prototype
2017-12-02VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototypeLioncash
2017-12-02D3D/VertexManager: Add missing includesLioncash
Gets rid of reliance on indirect includes
2017-12-02VideoBackends: Fix -Wswitch warningsLéo Lam
2017-12-02VideoCommon: Rename TextureConversionShader namespace.degasus
2017-12-02VideoCommon: Create a namespace for TextureConversionShaderGen.degasus
2017-12-02VideoBackends: 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.
2017-11-30D3DBase: Mark file-scope variables as internally linked where applicableLioncash
2017-12-01Merge pull request #6193 from stenzek/readbacksStenzek
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-11-23Vulkan: Fix headless framedumping without USE_X11 setStenzek
2017-11-23OGL: Fix headless frame dumpingStenzek
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.
2017-11-23OGL: Update the window size after swapping buffers, not beforeStenzek
Prevents us from rendering beyond the viewport bounds.
2017-11-22Vulkan: Drop StagingTexture2D class as it is now duplicated functionalityStenzek
2017-11-22AbstractTexture: Drop slow map readback pathStenzek
2017-11-22VideoCommon: Re-implement asynchronous frame dumpingStenzek
This was lost as a result of hybrid XFB, now it is back, and ~10% faster in very brief testing.
2017-11-22D3D: Use new readback methods for EFB2RAMStenzek
2017-11-22OGL: Use new readback methods for EFB2RAMStenzek
2017-11-22Vulkan: Use new readback methods for texture encodingStenzek
2017-11-22AbstractTexture: Implement Save using new common methodsStenzek
2017-11-22AbstractTexture: Seperate CopyRectangleFromTexture to two methodsStenzek
ScaleRectangleFromTexture, which does a draw, and CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22VideoBackends: Add AbstractStagingTexture classStenzek
Can be used for asynchronous readback or upload of textures.
2017-11-22AbstractTexture: Support BGRA8 formatsStenzek
Used for some driver's swap chains, and EFB to RAM.
2017-11-22VideoCommon: Move abstract texture creation function to RendererStenzek
2017-11-22D3D: Move device release from Renderer destructor to shutdownStenzek
Necessary if we wish to have GPU objects in our base class, as otherwise the device will be released before the objects.
2017-11-22D3D: Remove BeginFrame/EndFrameStenzek
These functions did not do anything anyway. There is also no need to present the backbuffer when shutting down.
2017-11-22D3D: Move remaining static variables from Render.cpp to Renderer classStenzek
2017-11-22D3D: Make state cache part of Renderer and not staticStenzek
2017-11-22Merge pull request #6204 from stenzek/downscaled-screenshotsLeo Lam
Frame Dumping: Fix window-size framedumping
2017-11-22LightingShaderGen: Always calculate lighting for both color channelsStenzek
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.
2017-11-21VideoConfig: Remove bSupportsInternalResolutionFrameDumpsStenzek
Field is unused as of Hybrid XFB.