.. |
D3DBase.cpp
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
D3DBase.h
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
D3DBlob.cpp
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
D3DBlob.h
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
D3DShader.cpp
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
D3DShader.h
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
D3DTexture.cpp
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
D3DTexture.h
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
D3DUtil.cpp
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DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled.
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2011-03-08 07:39:36 +00:00 |
D3DUtil.h
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
FramebufferManager.cpp
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DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled.
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2011-03-08 07:39:36 +00:00 |
FramebufferManager.h
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D3D11: Implement EFB format reinterpretation.
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2011-02-04 17:00:34 +00:00 |
GfxState.cpp
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
GfxState.h
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
Globals.h
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Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
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2011-01-31 01:28:32 +00:00 |
LineGeometryShader.cpp
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DX11: Preserve w coordinates of lines and points. Fixes glitches when a line is partially behind the camera.
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2011-03-16 03:02:25 +00:00 |
LineGeometryShader.h
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Yikes, I have no idea how this happened.
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2011-03-14 09:48:12 +00:00 |
NativeVertexFormat.cpp
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Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
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2011-01-31 01:28:32 +00:00 |
PSTextureEncoder.cpp
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
PSTextureEncoder.h
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Fix OS X nowx.
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2011-03-08 23:25:37 +00:00 |
PixelShaderCache.cpp
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More conversion from char * to std::string.
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2011-03-01 03:06:14 +00:00 |
PixelShaderCache.h
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D3D11: Implement EFB format reinterpretation.
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2011-02-04 17:00:34 +00:00 |
PointGeometryShader.cpp
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DX11: Preserve w coordinates of lines and points. Fixes glitches when a line is partially behind the camera.
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2011-03-16 03:02:25 +00:00 |
PointGeometryShader.h
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Yikes, I have no idea how this happened.
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2011-03-14 09:48:12 +00:00 |
Render.cpp
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A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attempt to fix the crash on stop(didn't help :p). For some reason CFrame::DoStop is called twice.(might be the issue)
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2011-03-15 23:09:12 +00:00 |
Render.h
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A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attempt to fix the crash on stop(didn't help :p). For some reason CFrame::DoStop is called twice.(might be the issue)
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2011-03-15 23:09:12 +00:00 |
Television.cpp
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
Television.h
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
TextureCache.cpp
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Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
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2011-02-26 23:41:02 +00:00 |
TextureCache.h
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Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
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2011-02-26 23:41:02 +00:00 |
TextureEncoder.h
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Fix OS X nowx.
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2011-03-08 23:25:37 +00:00 |
VertexManager.cpp
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DX11: Don't apply culling to lines and points. Fixes Metroid Prime beam-charging effects.
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2011-03-15 03:51:31 +00:00 |
VertexManager.h
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
VertexShaderCache.cpp
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More conversion from char * to std::string.
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2011-03-01 03:06:14 +00:00 |
VertexShaderCache.h
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Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
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2011-01-29 20:16:51 +00:00 |
VideoBackend.h
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Moved per-game graphics configuration to the game-list right click menu. It will be too difficult to make the "profiles" drop-down thing work with 3-state vs 2-state checkboxes. The per-game settings now have "undetermined" states, except for the radio buttons(I'll fix that later). It's super hacky right now. Video config (probably all config stuff) could be redone.
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2011-03-21 05:46:33 +00:00 |
XFBEncoder.cpp
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
XFBEncoder.h
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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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2011-03-14 09:38:29 +00:00 |
main.cpp
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Moved per-game graphics configuration to the game-list right click menu. It will be too difficult to make the "profiles" drop-down thing work with 3-state vs 2-state checkboxes. The per-game settings now have "undetermined" states, except for the radio buttons(I'll fix that later). It's super hacky right now. Video config (probably all config stuff) could be redone.
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2011-03-21 05:46:33 +00:00 |
main.h
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Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
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2011-01-31 01:28:32 +00:00 |
stdafx.cpp
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Add a DX11 video plugin.
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2010-06-13 19:50:06 +00:00 |
stdafx.h
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Add a DX11 video plugin.
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2010-06-13 19:50:06 +00:00 |