iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
f4b848949c
TextureCache: Support compressed textures and pass pitch/size to upload
...
This also removes an extra copy of the image for custom textures.
2017-04-29 00:14:23 +10:00
Stenzek
e9850aa0f2
VideoBackends: Support updated texture encoding shader generators
2017-04-12 00:11:22 +10:00
Stenzek
526fa9bc85
D3D11: Use D3D11_USAGE_DEFAULT for all TextureCache textures
2017-03-04 22:36:33 +10:00
degasus
abf9bb170b
TextureCache: Drop unused parameter in backend API.
2016-12-26 22:10:32 +01:00
degasus
04f319066d
TextureCache: Extract BP enum check to VideoCommon.
...
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
Lioncash
58a5395173
TextureCacheBase: Eliminate static state
2016-12-09 16:50:37 -05:00
Stenzek
828aac7890
VideoBackends: Make TextureCache::CompileShaders return a bool
2016-10-01 01:09:12 +10:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
degasus
087ba5268a
TextureCache: Rewrite EFB Copy control flow
2015-11-15 12:02:41 +01:00
degasus
dcdf8fd3ce
TextureCache: Split efb2ram from efb2tex
2015-11-15 11:59:52 +01:00
Tillmann Karras
81d9cce70c
VideoCommon: rename TextureCache to TextureCacheBase
2015-11-06 15:43:58 +01:00
Scott Mansell
b9be3245e1
Move common EFB copy code into VideoCommon
...
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.
2015-09-06 21:16:51 +12:00
Scott Mansell
52948bb3ef
Cleanup and unify handling of efb copy stride.
2015-09-05 23:37:24 +12:00
Rodolfo Bogado
d8cd2c3252
Implement scaled partial texture updates
2015-07-02 08:53:40 -03:00
mimimi085181
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +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
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
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
d95e5e2b6f
TexCache: create a const Config struct
2015-01-11 22:23:35 +01:00
degasus
38f42da55a
TexCache: remove expanded_width
...
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
Jules Blok
ee76c03160
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
2014-11-23 14:27:40 +01:00
Tony Wasserka
8941f19cdb
BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as enumerations.
2014-03-25 23:57:58 +01:00
Tillmann Karras
2fcaca0603
More range-based loops and overrides
2014-03-17 02:55:55 +01:00
Tillmann Karras
7c93f2dc23
Fix the Windows build (broken in 315a8ba
)
2014-03-01 01:33:19 +01:00
Lioncash
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
Jasper St. Pierre
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00