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path: root/src/video_core/textures/decoders.cpp
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* textures/decoders: Replace magic numbersFrederic Laing2018-11-171-37/+33
* textures/decoders: Minor cleanupFrederic Laing2018-11-151-16/+16
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer2018-11-121-0/+4
* Fix ASTC formatsFernandoS272018-11-011-5/+7
* Merge pull request #1524 from FernandoS27/layers-fixbunnei2018-10-251-3/+3
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| * Fixed Layered Textures Loading and CubemapsFernandoS272018-10-231-3/+3
* | decoders: Remove unused variable within SwizzledData()Lioncash2018-10-231-1/+0
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* decoders: Introduce functions for un/swizzling subrects.bunnei2018-10-181-0/+40
* 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 functionsFernandoS272018-10-131-70/+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 decodersFernandoS272018-10-131-19/+21
* | 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 sizeFernandoS272018-10-121-0/+16
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* 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 Tabl...FernandoS272018-09-211-42/+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 itFernandoS272018-09-201-7/+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)raven022018-09-171-0/+2
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* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-311-0/+4
* textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-091-81/+4
* 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.Subv2018-07-241-0/+3
* GPU: Implemented the R16 and R16F texture formats.Subv2018-07-241-0/+3
* GPU: Implement texture format R32F.Subv2018-07-231-0/+3
* gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-231-0/+4
* video_core: Use nested namespaces where applicableLioncash2018-07-201-4/+2
* decoders: Fix calc of swizzle image_width_in_gobs.bunnei2018-07-181-1/+4
* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-151-0/+3
* gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-141-0/+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.Subv2018-07-021-0/+31
* GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-301-0/+4
* gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-181-0/+3
* GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-051-0/+3
* GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-021-1/+5
* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-301-0/+3
* GPU: Implemented the R8 texture format (0x1D)Subv2018-05-291-0/+4
* GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-271-0/+3