| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-01-18 | Merge pull request #3448 from Armada651/depth-epsilon | Jules Blok | |
| VertexShaderManager: Add an epsilon hack to the perspective projection. | |||
| 2016-01-17 | VideoCommon: Header cleanup | Lioncash | |
| Also remedies places where the video backends and core rely on things being indirectly included. | |||
| 2016-01-05 | VertexShaderManager: Add an epsilon hack to the perspective projection. | Jules Blok | |
| 2015-11-02 | VideoCommon: VertexManager -> VertexManagerBase | Tillmann Karras | |
| It may be a bit weird to see calls to static functions in VertexManagerBase now, but at least it's easier to see what's going on. | |||
| 2015-10-16 | Core: Move a global into a namespace | Lioncash | |
| 2015-10-15 | VertexShaderManager: Get rid of other magic constants | Lioncash | |
| 2015-10-15 | VertexShaderManager: Get rid of float pointer casts | Lioncash | |
| 2015-09-06 | General: Replace GC_ALIGN macros with alignas | Lioncash | |
| Standard supported alignment -> out with compiler-specific. | |||
| 2015-08-16 | VertexShaderManager: Remove unused parameter | Lioncash | |
| 2015-08-01 | Widescreen Heuristic: Cleanup code. | Scott Mansell | |
| 2015-08-01 | Make the GameCube game widescreen heuristic smarter. | Scott Mansell | |
| The last heuristic wasn't quite smart enough and had a few false positives in Mario Kart: Double Dash and Metroid prime 2. Now we only activate if the game is rendering a 16:9 projection to a 4:3 viewport. | |||
| 2015-07-27 | Heuristic to detect if a gamecube game is rendering 16:9 widescreen. | Scott Mansell | |
| Someone suggested on IRC that we should make a database of memory locations in GameCube games which contain the 'Widescreen' setting so we can automatically detect if the game is in 4:3 or 16:9 mode. But that's hardly optimal, when the game actually tells the gpu what aspect ratio to render in. 10 min and 6 lines of code later, this is the result. Not only does it detect the correct aspect ratio it does so on the fly. I'm a little suprised nobody thought about doing this before. | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-02-25 | Formatting/Whitespace Cleanup | Stevoisiak | |
| Various fixes to formatting and whitespace | |||
| 2015-02-21 | VertexShaderManager: Turn the epsilon hack back on for 3D Vision. | Jules Blok | |
| The bug is fixed in version 347.52 of the drivers. | |||
| 2015-01-24 | Coding style cleanup from the zfreeze merge | Lioncash | |
| 2015-01-24 | Move Zfreeze code out individual backends into videoCommon | Scott Mansell | |
| Also: * Implement support for per-vertex PosMatrixIndex * Only update zslope constant once when zfreeze is activated. * Added a bunch of comments. | |||
| 2015-01-23 | Ensure that ZSlopes save/restore state correctly. | Scott Mansell | |
| Had to re-do *ShaderManager so they saved their constant arrays instead of completly rebuilding them on restore state. | |||
| 2015-01-23 | Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc | NanoByte011 | |
| - Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze - Fixed another Pixel Shader bug in D3D that was giving me grief | |||
| 2015-01-23 | Initial port of zfreeze branch (3.5-1729) | NanoByte011 | |
| Initial port of original zfreeze branch (3.5-1729) by neobrain into most recent build of Dolphin. Makes Rogue Squadron 2 very playable at full speed thanks to recent core speedups made to Dolphin. Works on DirectX Video plugin only for now. Enjoy! and Merry Xmas!! | |||
| 2014-12-29 | VertexShaderManager: Turn off the epsilon hack for Nvidia 3D Vision. | Jules Blok | |
| 2014-12-14 | VideoCommon: Add a separate constants buffer for the geometry shader. | Jules Blok | |
| 2014-12-05 | Merge pull request #1656 from kayru/orthographic_projection_epsilon | Markus Wick | |
| Moved projection epsilon back to g_fProjectionMatrix[15] | |||
| 2014-12-05 | Moved projection epsilon back to g_fProjectionMatrix[15], which essentially ↵ | Yuriy O'Donnell | |
| scales vertices instead of just biasing. | |||
| 2014-12-04 | VideoCommon: fix include order | Markus Wick | |
| 2014-12-03 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2014-12-04 | Merge pull request #1366 from kayru/orthographic_projection_epsilon | skidau | |
| Added projection matrix epsilon that fixes depth clipping issues in some games | |||
| 2014-11-29 | Renamed DEPTHPARAMS to PIXELCENTERCORRECTION | Yuriy O'Donnell | |
| This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear. | |||
| 2014-11-27 | VideoConfig: Further optimize convergence and separation values and update ↵ | Jules Blok | |
| their descriptions. Previous convergence distance was much too large. | |||
| 2014-11-24 | VideoConfig: Add separation and convergence modifiers to the game ini. | Jules Blok | |
| 2014-11-24 | VideoConfig: Rename StereoFocalLength to StereoConvergence. | Jules Blok | |
| 2014-11-23 | VideoCommon: Switch to Nvidia stereoscopy offset formula. | Jules Blok | |
| 2014-11-23 | GeometryShader: Adjust positions after projection. | Jules Blok | |
| By adjusting the positions in clip space we can avoid the re-projection. | |||
| 2014-11-23 | VertexShaderManager: Add stereoscopy options to swap the left and right eye. | Jules Blok | |
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | GeometryShader: Transform the projection within the geometry shader. | Jules Blok | |
| Reduces the amount of data transferred through uniforms. The shearing transformation is reduced to a single multiplication/addition for optimization. | |||
| 2014-11-23 | VertexShaderManager: Compute stereoscopy projection matrices. | Jules Blok | |
| 2014-11-23 | Add geometry shader generator for stereo 3D. | Jules Blok | |
| 2014-11-09 | Moved projection epsilon to a more reasonable place | Yuriy O'Donnell | |
| 2014-10-25 | Convert some VideoCommon stuff to BitSet. | comex | |
| Now with a minor performance improvement removed for no reason. | |||
| 2014-10-23 | Added projection matrix epsilon that fixes depth clipping issues in some games | Yuriy O'Donnell | |
| 2014-09-28 | Mechanical changes to move most CP state to a struct rather than separate ↵ | comex | |
| globals. The next commit will add a separate copy of the struct and the ability for LoadCPReg to work on it. | |||
| 2014-09-08 | Include CommonTypes.h instead of Common.h. | Rohit Nirmal | |
| 2014-08-19 | msvc: resolve all warnings in VideoCommon. | Shawn Hoffman | |
| 2014-08-03 | Merge pull request #394 from degasus/d3d_lighting_fix | Pierre Bourdon | |
| VideoCommon: normalize light direction | |||
| 2014-07-11 | mark all local variables as static | degasus | |
| 2014-07-11 | mark all local functions as static | degasus | |
| 2014-07-03 | VideoCommon: normalize lighting direction. | degasus | |
| It seems that the lighting direction must be normalized. This fixes lots of lighting issues mostly shown in the d3d backend. | |||
| 2014-06-19 | LightingShader: hard code const variable | degasus | |
