degasus 
							
						 
					 
					
						
						
							
						
						c4fc141ced 
					 
					
						
						
							
							OGL: Always use sampler objects.  
						
						 
						
						... 
						
						
						
						We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere. 
						
						
					 
					
						2015-05-29 14:03:03 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						285ac34bf3 
					 
					
						
						
							
							OGL: use GL_TEXTURE* constants  
						
						 
						
						
						
						
					 
					
						2015-05-27 15:05:49 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						30ebb2459e 
					 
					
						
						
							
							Set copyright year to when a file was created  
						
						 
						
						
						
						
					 
					
						2015-05-25 13:22:31 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						cefcb0ace9 
					 
					
						
						
							
							Update license headers to GPLv2+  
						
						 
						
						
						
						
					 
					
						2015-05-25 13:22:31 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						0f2c72f0f8 
					 
					
						
						
							
							VideoCommon: Clamp integer conversions.  
						
						 
						
						
						
						
					 
					
						2015-05-08 14:32:16 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						b0770e2a0c 
					 
					
						
						
							
							VideoBackends: Floor depth values in depth copy shaders.  
						
						 
						
						
						
						
					 
					
						2015-05-08 14:29:30 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						c4f85a38e6 
					 
					
						
						
							
							VideoBackends: Use proper floating point depth precision.  
						
						 
						
						
						
						
					 
					
						2015-05-08 14:29:29 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						7a1252f7e5 
					 
					
						
						
							
							VideoBackends: Implement depth copy shaders with integer math.  
						
						 
						
						
						
						
					 
					
						2015-05-05 00:40:25 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						54f4443971 
					 
					
						
						
							
							VideoCommon: Implement EFB dumping for both backends.  
						
						 
						
						
						
						
					 
					
						2015-05-02 13:23:33 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						f06b1106db 
					 
					
						
						
							
							Merge pull request  #2089  from degasus/remove_disable_efb_copy  
						
						 
						
						... 
						
						
						
						Remove disable efb copy 
						
						
					 
					
						2015-02-24 23:31:05 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						967eaad8df 
					 
					
						
						
							
							VideoCommon: rename efb2tex and efb2ram  
						
						 
						
						
						
						
					 
					
						2015-02-24 23:10:13 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						ac7102918d 
					 
					
						
						
							
							OGL: support palette texture decoding  
						
						 
						
						
						
						
					 
					
						2015-02-24 22:51:55 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						f298f00e1b 
					 
					
						
						
							
							Clean up the intrinsics #ifdef mess  
						
						 
						
						
						
						
					 
					
						2015-02-24 01:02:36 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								magumagu 
							
						 
					 
					
						
						
							
						
						c0a4760f0e 
					 
					
						
						
							
							Decode EFB copies used as paletted textures.  
						
						 
						
						... 
						
						
						
						A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward.. 
						
						
					 
					
						2015-02-19 15:09:27 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								magumagu 
							
						 
					 
					
						
						
							
						
						6659c15bed 
					 
					
						
						
							
							Remove EFB to RAM cache, and simplify code.  
						
						 
						
						
						
						
					 
					
						2015-01-23 10:48:15 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						6cd6e6546f 
					 
					
						
						
							
							TexCache: merge texture and rendertarget factory function  
						
						 
						
						
						
						
					 
					
						2015-01-18 19:47:48 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						615ae9f106 
					 
					
						
						
							
							TexCache: remove PC_TexFormat  
						
						 
						
						... 
						
						
						
						We only support rgba32 for a while now, so there is no need to have everything in common configureable. 
						
						
					 
					
						2015-01-18 19:47:48 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						7284312568 
					 
					
						
						
							
							OGL: Warn about wrong texture sizes  
						
						 
						
						
						
						
					 
					
						2015-01-11 22:47:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						d95e5e2b6f 
					 
					
						
						
							
							TexCache: create a const Config struct  
						
						 
						
						
						
						
					 
					
						2015-01-11 22:23:35 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Markus Wick 
							
						 
					 
					
						
						
							
						
						6c46f27709 
					 
					
						
						
							
							Merge pull request  #1501  from degasus/texture_creation  
						
						 
						
						... 
						
						
						
						D3D: remove load texture on creation optimization 
						
						
					 
					
						2015-01-11 01:01:18 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								mimimi085181 
							
						 
					 
					
						
						
							
						
						56e93f8fdd 
					 
					
						
						
							
							Update size_in_bytes of texture cache entries when copying efb to ram  
						
						 
						
						
						
						
					 
					
						2015-01-10 13:47:52 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						38f42da55a 
					 
					
						
						
							
							TexCache: remove expanded_width  
						
						 
						
						... 
						
						
						
						This variable isn't use any more. 
						
						
					 
					
						2015-01-10 12:22:03 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						614d058db1 
					 
					
						
						
							
							TexCache: don't load tex level 0 on creation  
						
						 
						
						... 
						
						
						
						This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call. 
						
						
					 
					
						2015-01-10 12:21:33 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						29e05c5ff8 
					 
					
						
						
							
							Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.  
						
						 
						
						... 
						
						
						
						Shaders may be compiled before the FramebufferManager is initialized. 
						
						
					 
					
						2014-12-29 11:19:55 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						31a55384b3 
					 
					
						
						
							
							VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"  
						
						 
						
						... 
						
						
						
						Makes a little bit more sense. 
						
						
					 
					
						2014-12-24 23:30:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						b2efbdaf44 
					 
					
						
						
							
							Cosmetics.  
						
						 
						
						
						
						
					 
					
						2014-12-23 13:16:09 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Unknown W. Brackets 
							
						 
					 
					
						
						
							
						
						290fd545e6 
					 
					
						
						
							
							OGL: Bind the attributeless VAO before EFB copies.  
						
						 
						
						... 
						
						
						
						Fixes crashes in Zack & Wiki using an older NVIDIA driver. 
						
						
					 
					
						2014-12-10 23:19:18 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						42bb48bd46 
					 
					
						
						
							
							FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer.  
						
						 
						
						
						
						
					 
					
						2014-12-05 00:36:10 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						ed9f258b27 
					 
					
						
						
							
							GeometryShader: Don't read from output variables  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:30:12 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						106df04e8e 
					 
					
						
						
							
							GeometryShaderGen: Declare the vertex array size.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:30:12 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						0f63186371 
					 
					
						
						
							
							TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:27:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						8210b9c915 
					 
					
						
						
							
							TextureCache: Ensure that all render target textures have as many layers as the frame buffer.  
						
						 
						
						... 
						
						
						
						Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour. 
						
						
					 
					
						2014-11-23 14:27:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						ee76c03160 
					 
					
						
						
							
							TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:27:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						081212b765 
					 
					
						
						
							
							TextureCache: Force mono copies of the depth buffer.  
						
						 
						
						... 
						
						
						
						Fixes stereoscopic stencil shadows in some games. 
						
						
					 
					
						2014-11-23 14:27:39 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						2cb2290910 
					 
					
						
						
							
							TextureCache: Fix invalid cast.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:27:39 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						9b22e15180 
					 
					
						
						
							
							VideoConfigDiag: Add stereoscopy options group.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:27:38 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						0a72cf94cb 
					 
					
						
						
							
							TextureCache: Ignore the geometry shader if stereoscopy is disabled.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:24:09 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						4fe9ceeee2 
					 
					
						
						
							
							TextureCache: Set proper vertex limit in geometry shader.  
						
						 
						
						... 
						
						
						
						Without instancing 6 vertices are output instead of 3. 
						
						
					 
					
						2014-11-23 14:23:42 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						5944d15021 
					 
					
						
						
							
							TextureCache: Check the number of layers before reusing a texture.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:23:42 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						80616c6e9e 
					 
					
						
						
							
							TextureCache: Implement layered framebuffer support.  
						
						 
						
						... 
						
						
						
						Stereoscopic EFB2Tex is now supported. 
						
						
					 
					
						2014-11-23 14:23:41 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						6670cacddc 
					 
					
						
						
							
							use GL_TEXTURE_2D_ARRAY for most of our textures  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:22:22 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stevoisiak 
							
						 
					 
					
						
						
							
						
						b25e1a2eb4 
					 
					
						
						
							
							Various formatting and consistency fixes  
						
						 
						
						
						
						
					 
					
						2014-11-13 22:42:18 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						49b94e5285 
					 
					
						
						
							
							OGL: Get rid of error macros  
						
						 
						
						
						
						
					 
					
						2014-10-26 04:54:58 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						b1bdce7d77 
					 
					
						
						
							
							TextureCache: Get rid of explicit deletes in SaveTexture  
						
						 
						
						
						
						
					 
					
						2014-10-24 08:47:06 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Shawn Hoffman 
							
						 
					 
					
						
						
							
						
						5471c71819 
					 
					
						
						
							
							msvc: resolve all warnings in VideoBackends/OGL.  
						
						 
						
						
						
						
					 
					
						2014-08-19 22:33:47 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								KScorp 
							
						 
					 
					
						
						
							
						
						97dce14368 
					 
					
						
						
							
							Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.  
						
						 
						
						
						
						
					 
					
						2014-08-17 04:43:11 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						226a9c2392 
					 
					
						
						
							
							Move GLInterface around to remove VideoBackends dependency on DolphinWX  
						
						 
						
						
						
						
					 
					
						2014-08-02 09:34:39 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						b03c12764d 
					 
					
						
						
							
							Really get rid of the MSVC 2005 workaround completely  
						
						 
						
						
						
						
					 
					
						2014-07-29 21:20:43 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						bc9ef95643 
					 
					
						
						
							
							Support Sampler binding in the shader.  
						
						 
						
						... 
						
						
						
						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. 
						
						
					 
					
						2014-07-18 17:04:03 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								magumagu 
							
						 
					 
					
						
						
							
						
						812ff4686b 
					 
					
						
						
							
							OpenGL backend: remove useless header Globals.h.  
						
						 
						
						... 
						
						
						
						The header has no content, so it can can just be deleted. 
						
						
					 
					
						2014-04-12 19:25:37 -07:00