dolphin/Source/Core/VideoCommon/Src
2011-02-28 20:40:15 +00:00
..
OpenCL Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases. 2011-02-28 20:40:15 +00:00
AVIDump.cpp Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases. 2011-02-28 20:40:15 +00:00
AVIDump.h On linux encode frame dumps in MPG format instead of writing raw frames. To enable this portion of the code you must have libavcodec-dev and libswscale-dev installed (package names for Ubuntu). 2010-11-14 21:14:26 +00:00
BPFunctions.cpp 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. 2011-02-26 23:41:02 +00:00
BPFunctions.h 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. 2011-02-26 23:41:02 +00:00
BPMemory.cpp Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
BPMemory.h initial implementation of fog range adjust, I don't think is correct or work right but is a start. 2011-01-29 04:31:56 +00:00
BPStructs.cpp 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. 2011-02-26 23:41:02 +00:00
BPStructs.h
CommandProcessor.cpp Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
CommandProcessor.h Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
CPMemory.cpp
CPMemory.h Some more cleanup which should've been in r6232. Thanks Billiard. 2010-09-27 05:16:11 +00:00
DataReader.h Simplify the SSSE3 code for better understanding. 2011-01-11 07:25:36 +00:00
Debugger.cpp Fix nowx Debug build. Yes, people use that\! 2011-02-16 12:09:39 +00:00
Debugger.h Virtual base classes should have a virtual destructor. 2011-01-30 01:58:54 +00:00
DLCache.cpp Integer constants larger than int need a type suffix. 2011-02-27 23:13:28 +00:00
DLCache.h Experimental commit: this is the base for a more complex dlist control code, is incomplete but i need some feedback. 2011-02-08 00:28:28 +00:00
EmuWindow.cpp fixes issue 4147 2011-02-24 10:18:59 +00:00
EmuWindow.h Win32-only: 2010-12-19 19:43:18 +00:00
Fifo.cpp Call Video_Prepare() before starting the CPU thread. 2011-02-18 23:52:14 +00:00
Fifo.h Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
FramebufferManagerBase.cpp Second Experimental commit: 2010-12-27 03:18:01 +00:00
FramebufferManagerBase.h Second Experimental commit: 2010-12-27 03:18:01 +00:00
HiresTextures.cpp Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases. 2011-02-28 20:40:15 +00:00
HiresTextures.h Changes to hi-res textures. Textures now load correctly when loading/saving a savestate, and can be toggled on and off in game. 2011-02-05 10:08:06 +00:00
ImageWrite.cpp
ImageWrite.h
IndexGenerator.cpp Related to Texture's glitches: 2010-11-25 20:39:54 +00:00
IndexGenerator.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
LightingShaderGen.cpp Deal with some clang-inspired buglets. 2011-02-06 01:56:45 +00:00
LightingShaderGen.h Deal with some clang-inspired buglets. 2011-02-06 01:56:45 +00:00
LookUpTables.h
MainBase.cpp Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
MainBase.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
memcpy_amd.cpp
NativeVertexFormat.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
OnScreenDisplay.cpp Remove PluginSpecs.h. Merge the few needed enums from that file into Common.h for now. I am up for suggestions on a better place for those. 2011-02-02 04:40:27 +00:00
OnScreenDisplay.h Remove PluginSpecs.h. Merge the few needed enums from that file into Common.h for now. I am up for suggestions on a better place for those. 2011-02-02 04:40:27 +00:00
OpcodeDecoding.cpp Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
OpcodeDecoding.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
OpenCL.cpp Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
OpenCL.h Fix *BSD build. 2011-01-31 03:02:23 +00:00
PixelEngine.cpp Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
PixelEngine.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
PixelShaderGen.cpp Split shader code generation for lighting into a separate file. 2011-02-05 23:57:12 +00:00
PixelShaderGen.h initial implementation of fog range adjust, I don't think is correct or work right but is a start. 2011-01-29 04:31:56 +00:00
PixelShaderManager.cpp Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
PixelShaderManager.h Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
RenderBase.cpp Defer texture invalidation to the video thread from the video configuration dialog. Should fix issue 4069 2011-02-08 03:47:59 +00:00
RenderBase.h 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. 2011-01-31 01:28:32 +00:00
SConscript Split shader code generation for lighting into a separate file. 2011-02-05 23:57:12 +00:00
Statistics.cpp D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation. 2010-06-20 22:23:34 +00:00
Statistics.h added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms. 2011-02-25 20:35:05 +00:00
TextureCacheBase.cpp Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases. 2011-02-28 20:40:15 +00:00
TextureCacheBase.h 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. 2011-02-26 23:41:02 +00:00
TextureConversionShader.cpp 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. 2011-01-31 01:28:32 +00:00
TextureConversionShader.h hopefully fixed zww issue with new efb to ram. 2010-07-12 19:30:25 +00:00
TextureDecoder.cpp added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms. 2011-02-25 20:35:05 +00:00
TextureDecoder.h added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms. 2011-02-25 20:35:05 +00:00
VertexLoader_Color.cpp little fix for one piece unlimited cruise 2 and ju-on the grudge 2011-01-26 17:22:09 +00:00
VertexLoader_Color.h
VertexLoader_Normal.cpp 2 fixes one for dx9 and one for software plugin. 2011-01-23 15:29:57 +00:00
VertexLoader_Normal.h rework the normal loading now it should be a accurate as real hardware. 2011-01-19 13:57:15 +00:00
VertexLoader_Position.cpp Use SSSE3 shuffle for DataReader's DataReadU32xN in VideoCommon. The function is used for reading up to 16 u32's at a time (512-bits) and then converting endianness. 2011-01-10 13:14:56 +00:00
VertexLoader_Position.h VideoCommon: Added automatic selection routines for SSSE3/SSE4.1 codes. It selects SSSE3/SSE4.1 codes only if a proper preprocessor definition is defined and the target cpu supports SSSE3/SSE4.1. The selection routines in VertexLoader_* use function pointers. TextureDecoder uses a combination of "#if" and "if" statements. 2010-04-09 15:13:42 +00:00
VertexLoader_TextCoord.cpp Merged identical VertexManager code from DX9/DX11/OGL plugins into VideoCommon. Still need to merge VertexManager::Flush (will be easier after TextureCache is merged). Purposely using a class/virtualfuncs rather than a namespace so multiple VertexManager can be in one plugin (VideoMergeNew? :p). 2010-10-03 00:41:06 +00:00
VertexLoader_TextCoord.h VideoCommon: Added automatic selection routines for SSSE3/SSE4.1 codes. It selects SSSE3/SSE4.1 codes only if a proper preprocessor definition is defined and the target cpu supports SSSE3/SSE4.1. The selection routines in VertexLoader_* use function pointers. TextureDecoder uses a combination of "#if" and "if" statements. 2010-04-09 15:13:42 +00:00
VertexLoader.cpp some cleaning in dlist cache, runvertices and runcompiledvertices 2011-02-25 20:27:57 +00:00
VertexLoader.h Changed macro for disallowing copy-ctor and =operator into an inheritable class. Removed IrPointer.ini (no longer used) 2010-11-15 05:29:10 +00:00
VertexLoaderManager.cpp 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. 2011-01-31 01:28:32 +00:00
VertexLoaderManager.h fully implemented display list cache with vertex data included and added in all the plugins. 2010-08-29 23:08:56 +00:00
VertexManagerBase.cpp Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases. 2011-02-28 20:40:15 +00:00
VertexManagerBase.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
VertexShaderGen.cpp Split shader code generation for lighting into a separate file. 2011-02-05 23:57:12 +00:00
VertexShaderGen.h big changes here: 2010-07-18 00:18:31 +00:00
VertexShaderManager.cpp Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
VertexShaderManager.h Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
VideoCommon.h Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore. 2011-02-14 02:18:03 +00:00
VideoConfig.cpp Added an option for input display. This option shows the controls read by the emulator at each frame. GameCube controls in all four ports have been implemented. Wii controls are todo. The option can be found in the graphics settings. This option is usually used for tool-assisted speed-runs (TAS). 2011-02-17 09:12:36 +00:00
VideoConfig.h Added an option for input display. This option shows the controls read by the emulator at each frame. GameCube controls in all four ports have been implemented. Wii controls are todo. The option can be found in the graphics settings. This option is usually used for tool-assisted speed-runs (TAS). 2011-02-17 09:12:36 +00:00
VideoState.cpp Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time... 2011-02-17 04:25:21 +00:00
VideoState.h Paused the video thread while a save state was being created or loaded. Performed the save state operation after the fifo became idle. Saved the interrupt status of the video thread into the save state. This helps stabilise the save states in dual core mode in games like Super Mario Galaxy. 2011-02-08 10:37:47 +00:00
XFMemory.cpp
XFMemory.h Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
XFStructs.cpp Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry). 2011-02-05 18:25:34 +00:00
XFStructs.h