| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-05-06 | Reformat repo to clang-format 7.0 rules | Techjar | |
| 2019-05-04 | Replace MathUtil::Clamp with std::clamp | Léo Lam | |
| 2019-05-04 | Merge pull request #7839 from ShFil119/impr/redundant | Léo Lam | |
| Remove redundant initialization | |||
| 2019-04-30 | Remove redundant initialization | Filip Gawin | |
| 2019-04-28 | Merge pull request #8048 from stenzek/vulkan-negative-scissor-rect | Connor McLaughlin | |
| Vulkan: Don't set a negative offset in scissor rect | |||
| 2019-04-28 | FramebufferManager: Fix invalid transitions for 1xIR in EFB cache | Stenzek | |
| 2019-04-28 | TextureCache: Fix incorrect format string in GetXFBTexture() | Stenzek | |
| 2019-04-21 | Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle | Stenzek | |
| 2019-04-21 | TextureCache: Check for out-of-range partial copy rect after scaling | Stenzek | |
| 2019-04-21 | TextureCache: Use linear filtering on y-scaled and >1xIR VRAM copies | Stenzek | |
| 2019-04-21 | TextureCache: Simplify XFB reconstruction | Stenzek | |
| This also better handles in-memory interlaced XFB data placed by the CPU by considering the stride from the VI. | |||
| 2019-03-30 | FramebufferManager: Fix broken EFB peeks in GL with MSAA on | Stenzek | |
| 2019-03-29 | TextureCacheBase: Fix possible crash on shutdown with deferred EFB copies | Stenzek | |
| 2019-03-20 | TextureCacheBase: Fix infinite loop in DoPartialTextureUpdates | Stenzek | |
| 2019-02-28 | Merge pull request #7832 from stenzek/xfb-decoding-regression | Tilka | |
| TextureCache: Fix GPU decoding of XFB copies | |||
| 2019-02-28 | TextureCache: Fix GPU decoding of XFB copies not falling back to CPU | Stenzek | |
| 2019-02-28 | TextureCache: Fix EFB2RAM copies at >1xIR sampling out-of-range | Stenzek | |
| 2019-02-19 | Move most backend functionality to VideoCommon | Stenzek | |
| 2019-02-17 | TextureCache: Don't copy out-of-range rectangles when stitching textures | Stenzek | |
| This can cause driver crashes or GPU hangs if we do. | |||
| 2019-02-17 | TextureCache: Bind textures/samplers after loading all textures | Stenzek | |
| Since loading textures can result in rendering, e.g. partial copies, we don't want to disturb partially-bound GX state. | |||
| 2019-01-19 | TextureCache: Fix a possible crash when partial updating palette textures | Stenzek | |
| 2019-01-19 | TextureCache: Don't partial copy to non-existant texture layers | Stenzek | |
| 2019-01-19 | TextureCache: Fix broken XFB stitching with stereoscopy is enabled | Stenzek | |
| 2018-12-25 | fx texture overlap | weihuoya | |
| 2018-11-13 | TextureCache: Recompute overlapping XFB copy hashes after copying to RAM | Stenzek | |
| 2018-11-08 | TextureCache: Fix leaking TCacheEntry instances | Stenzek | |
| 2018-11-07 | TextureCache: Implement deferred/batched EFB copies | Stenzek | |
| 2018-10-14 | Merge pull request #7412 from AdmiralCurtiss/xfb-stitch-in-order | Tilka | |
| Stitch together overlapping XFB regions in order of XFB copy creation. | |||
| 2018-09-15 | Do not consider XFB copies for invalidating textures when loading a new texture. | Admiral H. Curtiss | |
| This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy. | |||
| 2018-09-14 | Stitch together overlapping XFB regions in order of XFB copy creation. | Admiral H. Curtiss | |
| 2018-07-06 | VideoCommon/TextureCacheBase: Resolve a -Wmissing-braces warning in ↵ | Lioncash | |
| GetRAMCopyFilterCoefficients() | |||
| 2018-07-03 | Make arbitrary mipmap detection toggle invalidate the texture cache | Techjar | |
| We want this setting to invalidate the cache because it may affect the appearance of textures in the rendered scene, therefore one would expect changing it while the game is running to have the expected effect immediately. | |||
| 2018-07-02 | Remove unused sRGB conversion functions | Jonathan Hamilton | |
| Now the arbitrary mipmap reference downsampling is just done in linear space, these are no longer used. | |||
| 2018-07-02 | Do all arbitrary mipmap detection in integer space | Jonathan Hamilton | |
| This no longer converts from sRGB to linear for the reference mip downsample - even if the original mipmap creation tool used an sRGB colorspace (which isn't really guaranteed, and may even change per game), this is a "fast" heuristic that's only an estimate anyway. The average diff is also now stored in a u64, avoiding floating point calculations in the per-pixel hot loop. This should speed up the detection significantly, hopefully fixing jank when loading in new textures. | |||
| 2018-06-21 | Merge pull request #6875 from JonnyH/WIP/mipmap-heuristic-tweaks | Markus Wick | |
| Make arbitrary mipmap detection a config option | |||
| 2018-05-22 | EFB2RAM: Apply copy filter as a float coefficient after sampling | Stenzek | |
| Using 8-bit integer math here lead to precision loss for depth copies, which broke various effects in games, e.g. lens flare in MK:DD. It's unlikely the console implements this as a floating-point multiply (fixed-point perhaps), but since we have the float round trip in our EFB2RAM shaders anyway, it's not going to make things any worse. If we do rewrite our shaders to use integer math completely, then it might be worth switching this conversion back to integers. However, the range of the values (format) should be known, or we should expand all values out to 24-bits first. | |||
| 2018-05-20 | VideoCommon: Replace SOIL with libpng for hires textures | Emmanuel Gil Peyrot | |
| 2018-05-17 | Texture AverageDiff: Do more in int space and avoid excessive float conversion | Jonathan Hamilton | |
| Multiplying 2x 8bit values is guaranteed to fit in 16bits, 4 channels then in 18bits, which means an 'int' shouild be sufficient to avoid overflows | |||
| 2018-05-17 | Merge pull request #6743 from stenzek/faster-disabled-copy-filter | Markus Wick | |
| TextureConversionShader: Don't sample from adjacent rows when not needed | |||
| 2018-05-16 | Change the arbitrary mipmap detection to use the square of the error | Jonathan Hamilton | |
| Hopefully this better matches the user's view of a texture - as large changes in colour should be weighted higher than lots of very small changes Note: This likely invalidates the current heuristic threshold default | |||
| 2018-05-16 | Make the arbitrary mipmap detection threshold configureable | Jonathan Hamilton | |
| This is likely a "superuser" option at best, but I want to be able to play with it without rebuilding if I want to tweak the heuristics | |||
| 2018-05-16 | Make arbitrary mipmap detection a config option | Jonathan Hamilton | |
| Under GFX::Enhancements::ArbitraryMipmapDetection - default enabled | |||
| 2018-05-16 | Common/Hash: Namespace code under the Common namespace | Lioncash | |
| Brings more common code under the Common namespace. | |||
| 2018-05-03 | TextureCacheBase: Make "disable vram copies" part of the active config | Stenzek | |
| 2018-05-03 | TextureConversionShader: Don't sample from adjacent rows when not needed | Stenzek | |
| 2018-04-29 | Implement EFB copy filter and gamma in hardware backends | Stenzek | |
| Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders. | |||
| 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). | |||
| 2018-03-13 | SSE-optimize UninitializeXFBMemory | Henrik Rydgård | |
| Lowest hanging fruit I could find with a profiler. Not sure this stuff actually needs to be done, but assuming it is, why not do it quickly? 10x faster, goes from 1% CPU to 0.09%. | |||
| 2018-02-11 | TextureCache: Add an option to disable EFB copies to VRAM | Stenzek | |
| The option is named DisableCopyToVRAM under the Hacks section in GFX.ini. It is intentionally not exposed to the GUI, as users should not need to use it under normal circumstances. The main use is debugging issues in the EFB-to-RAM shaders. | |||
