| Age | Commit message (Expand) | Author |
| 2011-05-12 | Don't resize render target to handle out-of-bounds viewports. Instead, adjust... | Nolan Check |
| 2011-01-31 | Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolph... | Jordan Woyak |
| 2011-01-29 | Put some stuff in the gfx plugins into namespaces, so that the symbols won't ... | hrydgard |
| 2011-01-10 | Fix Z Read precision on DirectX9 plugin, this fixes some stuff in Killer7 suc... | sl1nk3.s |
| 2011-01-06 | a little cleanup of dx9 depth conversion code that r6751 made unnecessary, an... | nitsuja- |
| 2011-01-04 | D3D9: Fall back to just creating a depth surface instead of a depth texture i... | NeoBrainX |
| 2011-01-03 | Taking a random guess at what could possibly fix issue 3256... | NeoBrainX |
| 2011-01-03 | D3D9: | NeoBrainX |
| 2011-01-02 | D3D9: Make sure to use powers of two as render target dimensions if it's need... | NeoBrainX |
| 2010-12-27 | Implement pixel data reinterpretation on EFB format change. | NeoBrainX |
| 2010-12-27 | Second Experimental commit: | Rodolfo Osvaldo Bogado |
| 2010-11-18 | Move some shared gfx plugin code into VideoCommon. Changed "Renderer" class t... | Jordan Woyak |
| 2010-11-14 | Merged some FramebufferManager code into VideoCommon. | Jordan Woyak |
| 2010-10-22 | Main change: Implemented EFB pokes in DX9/DX11. | NeoBrainX |
| 2010-09-28 | Minor code formatting: | skidau |
| 2010-08-01 | DX9: Create textures needed for CPU->EFB access even if it's disabled. | NeoBrainX |
| 2010-07-11 | DX9/DX11: Workaround the viewpoint/EFB creation issues in e.g. SMG2 on NVIDIA... | NeoBrainX |
| 2010-07-02 | this is a pure optimization commit: | Rodolfo Osvaldo Bogado |
| 2010-06-18 | Actually make use of the new CHECK functionality in DX9. | NeoBrainX |
| 2010-06-18 | Improve the CHECK macro used in DX9 and DX11 to allow more flexible error mes... | NeoBrainX |
| 2010-06-05 | Plugins build fix | luisr142004 |
| 2010-06-05 | space changes, merge #defines, language fix, and code reorder/cleanup :P | luisr142004 |
| 2010-06-05 | HUGE commit :) | Rodolfo Osvaldo Bogado |
| 2010-06-02 | Fix some cases of variables being used uninitialized. Also some unused | Soren Jorvang |
| 2010-05-28 | Improve iterator usage. | Jordan Woyak |
| 2010-05-24 | hopefully solved all the pixel align problems when drawing full screen quads. | Rodolfo Osvaldo Bogado |
| 2010-05-19 | after a good commit lets make some experiments: | Rodolfo Osvaldo Bogado |
| 2010-04-03 | back to limit vps instead of fps as this fix fps limit and now it works corre... | Rodolfo Osvaldo Bogado |
| 2010-03-28 | fixed fps limiting when using using virtual xfb, now fps = vps, in fact now r... | Rodolfo Osvaldo Bogado |
| 2010-03-14 | this is a ugly unstable commit but i'm going to be out for work some days so ... | Rodolfo Osvaldo Bogado |
| 2010-01-15 | ok big changes here: | Rodolfo Osvaldo Bogado |
| 2009-12-22 | DX9: - Add hires texture loading. | death2droid |
| 2009-11-22 | big commit, implemented depth textures with hardware support in D3D, so now t... | Rodolfo Osvaldo Bogado |
| 2009-11-20 | Well this commit has 2 parts: | Rodolfo Osvaldo Bogado |
| 2009-11-10 | Implemented secondary path for hardware with no multiples render target suppo... | Rodolfo Osvaldo Bogado |
| 2009-11-08 | Big Commit this will break a lot, fix a lot, but i thing is a good step: | Rodolfo Osvaldo Bogado |
| 2009-10-25 | small code clean up: | Rodolfo Osvaldo Bogado |
| 2009-10-17 | Disable annoying error messages in the D3D plugin, they're meant for debugging | hrydgard |
| 2009-10-10 | this is EXPERIMENTAL. Implemented 3 different paths to use depth textures and... | Rodolfo Osvaldo Bogado |
| 2009-10-08 | added a more "correct" Color peeking, you can't lock the drawing surface so t... | Rodolfo Osvaldo Bogado |
| 2009-10-06 | Sps fixed in all the games tested, code cleanup and reordering | Rodolfo Osvaldo Bogado |
| 2009-10-02 | I hope you all like this. Changes: | Rodolfo Osvaldo Bogado |
| 2009-09-15 | D3D: Handle device resets (resizes) a little bit better .. not quite there ye... | hrydgard |
| 2009-09-15 | D3D: Switch color render target to a texture. Should not have any visible eff... | hrydgard |
| 2009-09-13 | D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen h... | hrydgard |