376 Commits

Author SHA1 Message Date
Henrik Rydgard
5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgard
9bdae8f32e DrawContext: Use uniform buffers on all platforms (simulated where necessary) 2017-02-08 12:55:58 +01:00
Henrik Rydgard
41fecc8c16 More D3D11 basics. Only dynamic constant buffers left, then it should display the UI. 2017-02-07 19:45:09 +01:00
Henrik Rydgard
d78d3bb25f Change the API for updating buffers from the CPU to be cleaner 2017-02-07 19:04:44 +01:00
Henrik Rydgard
534a65c610 Remove thin3d buffer->SetData 2017-02-07 18:42:32 +01:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
20d9e60a67 Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Henrik Rydgård
14d2bf5989 Merge pull request #9136 from LunaMoo/ProjectionMatrixData
Limit Projection Matrix Data count to <= 16
2017-01-28 17:04:12 +01:00
Henrik Rydgard
b8ba01f754 SoftGPU: Fix vertex colors, prevent a crash. Helps #9247 2017-01-28 16:41:38 +01:00
Henrik Rydgård
528af8a939 Simplification around textures 2017-01-24 20:59:00 +01:00
Henrik Rydgård
d8dbb8389b Make buffer binding more Vulkan/Metal-like 2017-01-24 20:59:00 +01:00
Henrik Rydgård
8654d42528 DrawContext API change: introduce TextureDesc 2017-01-24 20:59:00 +01:00
Henrik Rydgård
6a7d3a3910 Break out image file management from DrawContext (thin3d) 2017-01-24 20:58:59 +01:00
LunaMoo
e0aaba5448 Also fix SoftGPU 2017-01-24 02:35:06 +01:00
Henrik Rydgard
ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård
e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård
cbf4e5f38c Implement colormask 2016-12-27 11:59:11 +01:00
Henrik Rydgård
9f2e83b66c Bundle up more state in the pipeline object. Lets us get rid of Vulkan's pipeline cache. 2016-12-27 11:59:11 +01:00
Henrik Rydgård
8d84fb75c7 Remove ShaderSet presets 2016-12-27 11:59:10 +01:00
Henrik Rydgård
1ed7f0d7fd More modern way to specify vertex data format (inputlayout) 2016-12-27 11:59:10 +01:00
Henrik Rydgård
166243e0fd Make pipelines bound state 2016-12-27 11:59:10 +01:00
Henrik Rydgård
4462a8cc99 Rename ShaderSet to Pipeline. Get rid of scissorEnable setting (scissor is always enabled). 2016-12-27 11:59:10 +01:00
Henrik Rydgård
3de4a38527 More renaming to match 2016-12-27 11:59:10 +01:00
Henrik Rydgård
425940b433 More renaming 2016-12-27 11:59:07 +01:00
Henrik Rydgård
c7c541f926 Add DepthStencilStateDesc 2016-12-27 11:59:06 +01:00
Henrik Rydgård
f86b9f7900 Guess what? More renaming 2016-12-27 11:59:06 +01:00
Henrik Rydgård
9b439e4c43 Remove Thin3D prefix on more things 2016-12-27 11:59:06 +01:00
Henrik Rydgård
463251908b Rename things to closer match another project which I plan to share some code with 2016-12-27 11:59:02 +01:00
Henrik Rydgård
10393f5d4e Move Thin3D into the Draw namespace. 2016-12-27 11:58:03 +01:00
Henrik Rydgård
b60ad37146 Remove blend and sampler state presets, they didn't save any code 2016-12-25 11:37:23 +01:00
Henrik Rydgård
97d029972e Rename SetTextures to BindTextures 2016-12-25 11:31:33 +01:00
Henrik Rydgård
1c0c755b03 Extract RasterState from thin3d, for easier d3d11 porting 2016-12-25 11:31:33 +01:00
Henrik Rydgård
4a3938958c Thin3D: Unified DataFormat enum 2016-12-25 11:31:33 +01:00
Henrik Rydgard
1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard
9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Unknown W. Brackets
fa0e88f1b7 Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
Unknown W. Brackets
6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets
e95b2cf0d5 Reduce some repetitive code. 2016-04-10 13:07:08 -07:00
Unknown W. Brackets
1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
d85dce0c21 Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184

Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard
7cb6192005 Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES 2016-04-10 10:31:42 +02:00
Henrik Rydgard
83d564f883 Fix a potential crash in SoftGpu (crash logs seem to point here) 2016-04-09 18:27:35 +02:00
Henrik Rydgard
5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Unknown W. Brackets
caea1da99a softgpu: Flip vertically in the Vulkan backend. 2016-03-21 07:17:38 -07:00
Unknown W. Brackets
62af4fe48b softgpu: Prevent leaking thin3d buffers. 2016-03-21 00:04:02 -07:00
Henrik Rydgard
29bc07eb0a SoftGPU with Vulkan runs but displays black 2016-03-20 20:04:49 +01:00
Henrik Rydgård
54a37f9bb8 Merge pull request #8591 from unknownbrackets/thin3d
Use thin3d for softgpu drawing (+thin3d improvements)
2016-03-20 18:06:53 +01:00