| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-10-01 | VideoCommon: Add APIType entry for Vulkan | Stenzek | |
| 2016-10-01 | ShaderGen: Specify attribute/output locations/bindings explicitly | Stenzek | |
| This also shifts the SSBO index from index 3 to index 0. | |||
| 2016-08-24 | TextureConversionShader: Don't use the float specifier in shader code. | Jules Blok | |
| 2016-07-29 | VideoCommon: Make API_TYPE an enum class | Lioncash | |
| Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers. | |||
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-02-22 | TextureConversionShader: Invert depth for Z24 encoder with D3D | Stenzek | |
| 2016-01-17 | VideoCommon: Header cleanup | Lioncash | |
| Also remedies places where the video backends and core rely on things being indirectly included. | |||
| 2016-01-13 | TextureConversionShader: Also invert color encoders if they're used to ↵ | Jules Blok | |
| encode depth. | |||
| 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. | |||
| 2015-08-17 | Merge pull request #2861 from lioncash/param | Markus Wick | |
| VideoCommon: Remove unused parameters | |||
| 2015-08-16 | TextureConversionShader: Remove an unused parameter | Lioncash | |
| 2015-08-15 | Revert "VideoCommon: Clamp integer conversions." | Jules Blok | |
| This reverts commit 0f2c72f0f844c219e168faa7de8dd515f8723fdc. | |||
| 2015-05-26 | D3D: Depth range inversion. | galop1n | |
| Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit. | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-08 | TextureConversionShader: Use floating point values in clamp(). | Jules Blok | |
| 2015-05-08 | VideoCommon: Clamp integer conversions. | Jules Blok | |
| 2015-05-08 | VideoBackends: Use proper floating point depth precision. | Jules Blok | |
| 2015-02-21 | TextureConversionShader: Use a Texture2DArray to match the shader resource view. | Jules Blok | |
| 2015-02-03 | Fix regression for D3D EFB depth copies. | magumagu | |
| On D3D, we read from the depth buffer using the format DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains the depth, and the other components contain nothing). | |||
| 2015-01-25 | Don't use boolean negation. | magumagu | |
| 2015-01-25 | Fix RGBA8 encoding. | magumagu | |
| 2015-01-25 | Fix shader so it's possible to use with D3D Map(). | magumagu | |
| Well, that's not strictly true, but trying to memcpy between two buffers using different row lengths and different strides is at minimum extremely unintuitive. | |||
| 2015-01-25 | More work. | magumagu | |
| 2015-01-25 | WIP. | magumagu | |
| 2014-12-05 | Common: Remove locale based functions from CommonFuncs. | Lioncash | |
| Since %f isn't used anymore in the shader generators, these can go. | |||
| 2014-11-23 | use GL_TEXTURE_2D_ARRAY for most of our textures | degasus | |
| 2014-09-08 | Rename Log2 and add IsPow2 to MathUtils for future use | Fiora | |
| Also remove unused pow2/pow2f functions. | |||
| 2014-09-05 | Revert "JIT64: optimize CA calculations" | Fiora | |
| 2014-09-01 | Rename Log2 and add IsPow2 to MathUtils for future use | Fiora | |
| Also remove unused pow2/pow2f functions. | |||
| 2014-07-18 | Support Sampler binding in the shader. | Ryan Houdek | |
| In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. | |||
| 2014-07-13 | Fix warnings unearthed by #579 | Tillmann Karras | |
| 2014-07-11 | mark all local functions as static | degasus | |
| 2014-04-22 | Fix texture conversion shaders for GLSL ES. | Ryan Houdek | |
| Noticed this while messing with EFB to RAM. We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion. Changes it to a explicit conversion to float. | |||
| 2014-03-11 | Fixes spacing for "for", "while", "switch" and "if" | Matthew Parlane | |
| Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining. | |||
| 2014-03-09 | clang-modernize -use-nullptr | Tillmann Karras | |
| and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine | |||
| 2014-03-09 | Fixes include order of TextureConversionShader.cpp | Matthew Parlane | |
| 2014-02-28 | Various changes suggested by cppcheck | Tillmann Karras | |
| - remove unused variables - reduce the scope where it makes sense - correct limits (did you know that strcat()'s last parameter does not include the \0 that is always added?) - set some free()'d pointers to NULL | |||
| 2014-02-26 | comment fixes | degasus | |
| 2014-02-26 | Merge duplicate parts of sampler into header | degasus | |
| 2014-02-26 | calculate constant values on shader compilation | degasus | |
| 2014-02-26 | Rewrite texture tiling implementation | degasus | |
| inline halfxb So we know which is the first pixel by masking. inline xl inline xb a bit inline yl inline uv1.x shift remove likely wrong guessed ternary operator add pixel layout comment inline xel optimize the shifts a bit inline xb optimize shifts in a second step extract xb rename all variables calculate cache line by position.x Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit" It seems I was wrong, the other way is the more natural. use x_virtual_position instead of uv1.x for x_offset_in_block This looks more natural and the offset should be masked anyway. substitude factor with cache_lines move 32bit logic in a conditional block | |||
| 2014-02-26 | TextureConverter: Use Log2() and shifts instead of multiplications/divisions | degasus | |
| 2014-02-26 | merge common parts of encoding shaders | degasus | |
| 2014-02-20 | Fix more header sorting issues in VideoCommon/ (now check-includes clean). | Pierre Bourdon | |
| 2014-02-18 | Convert all includes to relative paths. | Lioncash | |
| 2014-01-13 | TextureConverter: remove implicit int->float convertion | degasus | |
| They was used to check if we're writing to the first or second part of one pixel. So this is now done with a boolean and a ternary operator. | |||
| 2014-01-12 | Fix stupid bug in Z16L depth texture efb2ram encoding shader. | Scott Mansell | |
| 2014-01-05 | OpenGL: fix scaled efb2ram copys | degasus | |
| This fix a regression in revision 687097d4bc1ee2f8ee60011280823e01907a986a because of the wrong order of moving the sampled rect and scaling. | |||
| 2014-01-05 | OpenGL: drop UBO-workaround usage for efb2ram shaders | degasus | |
| It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders. | |||
