| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-06-13 | Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat | iwubcode | |
| 2017-06-13 | Video Backends: Split texture cache code out into separate files, introduce ↵ | iwubcode | |
| 'AbstractTexture' | |||
| 2017-04-29 | TextureCache: Move host texture utility functions to VideoCommon | Stenzek | |
| The appropriate place for these would be AbstractTexture, once it is finished. | |||
| 2017-04-29 | TextureCache: Support compressed textures and pass pitch/size to upload | Stenzek | |
| This also removes an extra copy of the image for custom textures. | |||
| 2017-04-12 | VideoBackends: Support updated texture encoding shader generators | Stenzek | |
| 2017-04-01 | VideoCommon: Changes to TextureCache to support decoding in backend | Stenzek | |
| 2017-03-25 | TextureCacheBase: Convert bound_textures from a C array to a std::array | Lioncash | |
| Prevents array-to-pointer decay and simplifies some code. | |||
| 2016-12-27 | TextureCache: Add a dirty bit for partial updates on overlapping EFB copies. | degasus | |
| 2016-12-26 | TextureCache: Drop unused parameter in backend API. | degasus | |
| 2016-12-26 | TextureCache: Extract BP enum check to VideoCommon. | degasus | |
| We have TOO many video backends. | |||
| 2016-12-25 | VideoCommon: use u32 for texture addresses | Tillmann Karras | |
| 2016-12-09 | TextureCacheBase: Eliminate static state | Lioncash | |
| 2016-10-06 | TextureCache: Don't re-use pooled textures within the same frame | Stenzek | |
| This is an issue because a driver may have to maintain two copies of a texture if it batches all uploads together at the start of a frame. In the Vulkan backend, we do something similar to avoid breaking out of a render pass to copy a texture from the streaming buffer to the destination image. This was causing issues in the sms-bubbles fifolog, where an EFB copy to the same address of a previously-used texture caused the previous texture to be re-used again for a different image later on in the frame, causing the original contents to be discarded. | |||
| 2016-10-01 | VideoBackends: Make TextureCache::CompileShaders return a bool | Stenzek | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-06-18 | TextureCache: Rename functions and add comments to clear up docs | Scott Mansell | |
| 2016-06-17 | TextureCache: Track efb copies used in a partially updated texture | Scott Mansell | |
| Fixes a major preformance regression in Skies of Arcadia during battle transisions. I had plans for a more advanced version of this code after 5.0, but here is a minimal implemenation for now. | |||
| 2016-04-09 | Partial updates for paletted textures | mimimi085181 | |
| This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again. | |||
| 2016-02-29 | Merge pull request #3355 from ↵ | Pierre Bourdon | |
| mimimi085181/partial-texture-updates-check-dimensions Partial texture updates: Check the dimensions of the efb copy | |||
| 2016-02-15 | D3D12: Additions to VideoCommon to support D3D12 backend. | hdcmeta | |
| 2016-02-14 | For partial texture updates check the dimensions of the efb copy and the ↵ | mimimi085181 | |
| target texture, not just the binary size. This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr. Expected result is: efbtex: characters are always flickering or invisible, no matter what scaling or IR setting efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting | |||
| 2016-01-23 | TextureCacheBase: Simplify init/comparison of TCacheEntryConfig | Lioncash | |
| 2016-01-17 | VideoCommon: Header cleanup | Lioncash | |
| Also remedies places where the video backends and core rely on things being indirectly included. | |||
| 2015-12-29 | TextureCache, fix an incorrect assert. | Scott Mansell | |
| 2015-12-20 | VideoBackends: Simplify initialization and deinitialization of resources | Lioncash | |
| Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null | |||
| 2015-12-01 | Fix lens flares in Mario Kart Wii. | Scott Mansell | |
| 2015-11-15 | TextureCache: Rewrite EFB Copy control flow | degasus | |
| 2015-11-15 | TextureCache: Split efb2ram from efb2tex | degasus | |
| 2015-11-06 | VideoCommon: drop unused variable/setter | Tillmann Karras | |
| 2015-11-06 | VideoCommon: rename TextureCache to TextureCacheBase | Tillmann Karras | |
| 2015-10-22 | TextureCacheBase: Change CacheLinesPerRow to BytesPerRow | Lioncash | |
| 2015-09-26 | Respect the stride for efb copies when hashing them | mimimi085181 | |
| 2015-09-12 | Merge pull request #3019 from mimimi085181/store-base-hash | Scott Mansell | |
| Store the base hash for paletted textures in the texture cache entries | |||
| 2015-09-11 | Merge pull request #2972 from lioncash/align | flacs | |
| General: Replace GC_ALIGN macros with alignas | |||
| 2015-09-10 | Store the base hash for paletted textures in the texture cache entries | mimimi085181 | |
| 2015-09-06 | General: Replace GC_ALIGN macros with alignas | Lioncash | |
| Standard supported alignment -> out with compiler-specific. | |||
| 2015-09-07 | Make efb2tex behave more like efb2ram. | Scott Mansell | |
| Instead of having special case code for efb2tex that ignores hashes, the only diffence between efb2tex and efb2ram now is that efb2tex writes zeros to the memory instead of actual texture data. Though keep in mind, all efb2tex copies will have hashes of zero as their hash. | |||
| 2015-09-06 | Move common EFB copy code into VideoCommon | Scott Mansell | |
| Addded a few duplicated depth copy texture formats to the enum in TextureDecoder.h. These texture formats were already implemented in TextureCacheBase and the ogl/dx11 texture cache implementations. | |||
| 2015-09-05 | Cleanup and unify handling of efb copy stride. | Scott Mansell | |
| 2015-07-02 | Implement scaled partial texture updates | Rodolfo Bogado | |
| 2015-06-21 | Support partial texture updates via efb copies | mimimi085181 | |
| 2015-06-09 | Code cleanup for FreeTexture after merging PR #2097 | mimimi085181 | |
| 2015-06-05 | Search the texture cache for small textures by address and hash | mimimi085181 | |
| This fixes issue 6563: https://code.google.com/p/dolphin-emu/issues/detail?id=6563 This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one. Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy. Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most. | |||
| 2015-05-26 | Merge pull request #2162 from degasus/prefetch_tex | Markus Wick | |
| CustomTexture: prefetch all available textures | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-16 | CustomTexture: prefetch all available textures | degasus | |
| 2015-04-15 | General: Apply the const specifier where applicable | Lioncash | |
| 2015-03-15 | quiet some warnings which appear on vs2015. | Shawn Hoffman | |
| quieted warnings include shadowed variable names and integer extensions. | |||
| 2015-03-02 | TextureCache: load all mipmap levels from custom textures | degasus | |
| This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all. | |||
