Henrik Rydgård
11c75476f7
Turn g_dpi into a float, because why not
2017-08-07 12:16:08 +02:00
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cc88435b48
Windows: Support multi-display full screen.
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For when you have an ultrawide monitor, or I guess even multiple.
2017-07-30 09:14:36 -07:00
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626102e84a
Windows: Use system API to toggle fullscreen.
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Instead of having a special Host API for Windows only.
2017-07-30 07:51:53 -07:00
Henrik Rydgård
e6e96c0d89
Fix build with NDK 15. This does force us to make do with 32-bit file sizes...
2017-07-03 16:25:12 +02:00
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c711b00d4c
GPU: Clean up some GLES3 defaults.
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It should default both of them the same way. And we already set subimage
on desktop.
2017-07-01 16:16:59 -07:00
Henrik Rydgård
5f6e0feacb
D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
2017-06-09 14:50:39 +02:00
Henrik Rydgård
e4d2c95968
Buildfix qt
2017-06-06 12:25:40 +02:00
Henrik Rydgård
28984ceef4
Fix some comments
2017-06-06 11:31:52 +02:00
Henrik Rydgård
3a640ff8aa
Address comments, make things closer to the Win32 code. Things work better.
2017-06-06 11:30:20 +02:00
Henrik Rydgård
62c747bc00
Buildfix buildbot
2017-06-06 00:12:13 +02:00
Henrik Rydgård
0af19719cb
Fix vertical positioning, eliminate double-&
2017-06-05 23:45:58 +02:00
Henrik Rydgård
0d3d642371
It works!
2017-06-05 23:09:12 +02:00
Henrik Rydgård
0bf92a4fa2
Font rendering code runs but it sure ain't right
2017-06-05 23:09:11 +02:00
Henrik Rydgård
d9c43642c2
Fix assorted JNI issues, the calls work now.
2017-06-05 23:09:10 +02:00
Henrik Rydgård
871260fcc4
Start sketching native text rendering for Android
2017-06-05 23:09:04 +02:00
Henrik Rydgård
6e98dbb574
Split out the Qt font drawer in its own file.
2017-06-04 11:52:14 +02:00
Henrik Rydgård
8d3b18478c
Split out DrawTextWin32 into its own file, to be further split later.
2017-06-04 11:52:12 +02:00
Henrik Rydgård
32ae86f708
Split TextDrawer into interface and implementation.
2017-06-04 11:52:11 +02:00
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977f75ce1e
UI: Fix text wrap when kerning adjusts spaces.
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This was happening for some setting info messages. The sum of the word
lengths didn't actually match the line length, because more space was
added between some words.
2017-06-03 10:14:55 -07:00
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83d017848e
Vulkan: Allow blit/copy of depth or stencil only.
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Docs say nothing about this not working, and it works on NVIDIA, from what
I can tell.
2017-06-01 20:58:33 -07:00
Henrik Rydgård
ff17713106
Fix crash on macOS. Fixes #9751
2017-06-01 08:59:45 +02:00
Henrik Rydgård
cae39adab3
Update submodule SPIRV-Cross, remove workarounds that are no longer needed
2017-05-31 14:09:47 +02:00
Henrik Rydgård
93d3c543f4
Update glslang submodule
2017-05-31 14:02:44 +02:00
Henrik Rydgård
01635a5cd6
Android: Just like on Windows, prompt to restart when changing graphics backend.
2017-05-31 11:12:11 +02:00
Henrik Rydgård
44423f3ba2
Vulkan: Implement BlitFramebuffer
2017-05-30 09:38:09 +02:00
Henrik Rydgård
4c8dc24834
Vulkan: Implement depth buffer copies. Not sure all the barriers are right..
2017-05-30 09:38:08 +02:00
Henrik Rydgård
137b79c708
Fix more review comments.
2017-05-30 09:38:05 +02:00
Henrik Rydgård
f762285b9c
Vulkan: Some barrier optimization
2017-05-30 09:36:17 +02:00
Henrik Rydgård
38b50501c2
Clearing fix, drawpixels fix/hack
2017-05-30 09:36:17 +02:00
Henrik Rydgård
c173da49d3
Fix a number of bugs and stuff affecting Vulkan on Mali
2017-05-30 09:36:17 +02:00
Henrik Rydgård
bd9f3af0bd
Add a way to query the current renderpass (for debug checks)
2017-05-30 09:36:17 +02:00
Henrik Rydgard
0c70735bc4
Buffered rendering is starting to work, though still kinda broken.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
2b93338255
Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
2017-05-30 09:36:17 +02:00
Henrik Rydgard
32728553bd
Further steps towards Vulkan framebuffer support
2017-05-30 09:36:17 +02:00
Henrik Rydgård
a7dd6d6085
Further steps towards Vulkan framebuffer support
2017-05-30 09:36:17 +02:00
Henrik Rydgård
6bcfe539f7
Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
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Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
20870194e3
Thin3D GL: Avoid using external functions internally.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
0f171acacb
Start refactoring things to be more vulkan-friendly
2017-05-30 09:36:17 +02:00
Henrik Rydgård
6147448719
Draw overlays at the proper time in the frame.
2017-05-30 09:36:17 +02:00
Henrik Rydgård
35aefe4a2a
BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
2017-05-30 09:36:17 +02:00
Henrik Rydgård
3b6fa9be87
Start work on separating frame from backbuffer renderpass
2017-05-30 09:36:17 +02:00
Henrik Rydgard
4407445d50
Separate BeginFrame from BeginSurfaceRenderPass
2017-05-30 09:22:40 +02:00
Henrik Rydgård
21fe73c8e7
Switch strncpy to truncate_cpy in a bunch of places.
2017-05-26 19:04:08 +02:00
Henrik Rydgård
be77ffd4e8
Show the Android "board name" in system information.
2017-05-26 12:29:27 +02:00
Henrik Rydgård
7d0cfbabe7
thin3d gles: Unbind buffers after drawing. Fixes #9715
2017-05-24 12:06:02 +02:00
Henrik Rydgard
a1e3be445a
Don't use partial-restart unless debugger is present.
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Works around #9666 for most practical purposes.
2017-05-21 17:25:00 +02:00
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259af56ee6
SoftGPU: Fix rendering when using Direct3D 9.
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Since we restore dxstate when setting a framebuffer or backbuffer, we need
something that populates it.
2017-05-20 21:29:09 -07:00
Enyby
f7deda22ae
Update gpu_features.cpp
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Add additional check for valid parsing GL ES version by driver for work on some bad drivers. See #9688
2017-05-19 00:02:10 +03:00
Henrik Rydgård
ad84058d3a
Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698 )
2017-05-18 17:29:36 +02:00
Henrik Rydgård
2f5ea23a8a
Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen.
2017-05-18 14:37:42 +02:00