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* Merge pull request #1488 from Hexagon12/astc-typesbunnei2018-10-141-0/+2
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| * Added ASTC 5x4; 8x5Hexagon122018-10-131-0/+2
* | Shorten the implementation of 3D swizzle to only 3 functionsFernandoS272018-10-141-70/+27
* | Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBufferFernandoS272018-10-131-1/+1
* | Propagate depth and depth_block on modules using decodersFernandoS272018-10-133-28/+28
* | Remove old Swizzle algorithms and use 3d SwizzleFernandoS272018-10-131-93/+69
* | Implement Precise 3D SwizzleFernandoS272018-10-131-3/+71
* | Implement Fast 3D SwizzleFernandoS272018-10-131-2/+74
* | Implemented helper function to correctly calculate a texture's sizeFernandoS272018-10-122-0/+22
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* Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-101-2/+15
* Implemented Depth Compare and Shadow SamplersFernandoS272018-10-061-1/+12
* gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-301-0/+2
* Reverse stride align restriction on FastSwizzle due to lost performanceFernandoS272018-09-211-3/+2
* Join both Swizzle methods within one interface functionFernandoS272018-09-211-11/+19
* Standarized Legacy Swizzle to look alike FastSwizzle and use a Swizzling Table insteadFernandoS272018-09-211-42/+38
* Remove same output bpp restriction on FastSwizzleFernandoS272018-09-211-4/+5
* Improved Legacy Swizzler to be better documented and work betterFernandoS272018-09-211-15/+21
* Improved fast swizzle and removed restrictions to itFernandoS272018-09-211-7/+12
* Merge pull request #1311 from FernandoS27/fast-swizzlebunnei2018-09-171-2/+49
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| * Optimized Texture SwizzlingFernandoS272018-09-141-2/+49
* | Implement ASTC_2D_8X8 (Bayonetta 2)raven022018-09-161-0/+2
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* gl_rasterizer_cache: Track texture depth.bunnei2018-09-081-2/+10
* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-311-0/+4
* textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-102-83/+6
* Implement BC5/DXN2 (#996)Khangaroo2018-08-091-0/+3
* Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2018-08-021-0/+4
* Implement R16_G16Unknown2018-07-261-0/+3
* GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2018-07-251-0/+3
* GPU: Implemented the R16 and R16F texture formats.Subv2018-07-241-0/+3
* Merge pull request #799 from Subv/tex_r32fbunnei2018-07-241-0/+3
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| * GPU: Implement texture format R32F.Subv2018-07-241-0/+3
* | gl_rasterizer: Implement texture border color.bunnei2018-07-241-4/+4
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* gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-241-0/+4
* video_core: Use nested namespaces where applicableLioncash2018-07-213-12/+6
* decoders: Fix calc of swizzle image_width_in_gobs.bunnei2018-07-191-1/+4
* astc: Initialize vector size directly in DecompressLioncash2018-07-181-2/+1
* astc: Mark functions as internally linked where applicableLioncash2018-07-181-17/+20
* astc: const-correctness changes where applicableLioncash2018-07-181-14/+13
* astc: Delete Bits' copy contstructor and assignment operatorLioncash2018-07-181-8/+6
* astc: In-class initialize member variables where appropriateLioncash2018-07-181-39/+22
* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-151-0/+3
* gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-151-0/+3
* GPU: Implemented the BC7U texture format.Subv2018-07-071-0/+3
* GPU: Implemented the 32 bit float depth buffer format.Subv2018-07-041-0/+2
* gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2018-07-031-0/+2
* GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-022-0/+37
* GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-301-0/+4
* gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-183-0/+1664
* GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-071-0/+16
* GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-061-0/+3
* GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-021-1/+5
* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-311-0/+3
* GPU: Implemented the R8 texture format (0x1D)Subv2018-05-301-0/+4
* add all the known TextureFormat (#474)greggameplayer2018-05-291-2/+71
* GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-272-0/+4
* GPU: Make the Textures::CopySwizzledData function accessible from the outside of the file.Subv2018-04-252-3/+6
* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-251-0/+1
* GPU: Implement the A2BGR10 texture format.Subv2018-04-222-0/+4
* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2018-04-191-1/+9
* GPU: Implemented the B5G6R5 format.Subv2018-04-192-0/+5
* GPU: Allow using a configurable block height when unswizzling textures.Subv2018-04-183-6/+13
* GPU/TIC: Added the pitch and block height fields to the TIC structure.Subv2018-04-181-1/+16
* texture: Add missing formats.bunnei2018-04-181-1/+3
* GPU: Assert when finding a texture with a format type other than UNORM.Subv2018-04-071-4/+14
* Textures: Added a helper function to know if a texture is blocklinear or pitch.Subv2018-04-071-0/+5
* GPU: Added the TSC structure. It contains information about the sampler.Subv2018-03-261-0/+50
* GPU: Added more fields to the TIC structure.Subv2018-03-261-4/+30
* Frontend: Updated the surface view debug widget to work with Maxwell surfaces.Subv2018-03-241-0/+11
* GPU: Added a method to unswizzle a texture without decoding it.Subv2018-03-243-4/+94
* GPU: Preliminary work for texture decoding.Subv2018-03-243-0/+91