Henrik Rydgård
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465939e1c8
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Minor fixes, indentation and comments
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7d6f9aec4d
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iOS buildfix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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5c7c7ce192
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Move GL sampler state tracking into GLRenderManager/QueueRunner.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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43ebbbcdb6
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More state dirtying, a comment
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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af8e825578
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Fix terrible drawing glitches when we do sync readbacks.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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542f9f9ef1
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Assorted cleanup
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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42f2312030
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Remove the old CPU threading remains, start redesigning interfaces.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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49c3cb83fe
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GL render manager: Simple implementation of synchronous framebuffer readbacks.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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2b12776137
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Remove viewport flipping where it's not needed
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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0a413a18a7
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GL render manager: Add some more dirty tracking.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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958078f603
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GL render manager: Merge BindInputLayout into BindVertexBuffer.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f99fa02ba7
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Run the depal stuff, seems a bit broken. Add some state filtering.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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970458a0c2
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Scissor fix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7c17cb6754
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Fix showing savestate screenshots (needed mips)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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1241abc887
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Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9094410fd1
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gl-render-manager: Need to actually bind newly created textures.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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8a1e7347b9
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GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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062608ad78
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Start moving the framebuffer stuff over to the render manager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7e3e652963
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Fix more gl-render-manager problems
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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51f467a7b3
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Kill off the GL state cache
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f3282dcfda
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Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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46e1fbb788
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Initial texture work. Bugfix indexed drawing
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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bd6818198a
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More GLRenderManager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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376d92fcc9
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Start messing with the draw engine...
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9340260802
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Finish the shader manager (almost)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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60a966c5ec
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PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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a3bcd91a31
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Fix clears and textures. Things still broken due to memory overwrites.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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e1bb4441d8
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First garbage graphics output!
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b8e4ae08a7
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Even more gl-render-manager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9babdb712c
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More gl-render-manager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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dc72a8696f
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More work on gl-render-manager
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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dd91cb0f8e
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Begin implementing GLQueueRunner and GLRenderManager
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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d4400b358a
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UI: Actually offset text shadow.
It wasn't actually visible before, since it was strictly underneath text
that was usually white.
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2018-01-01 22:58:07 -08:00 |
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Kentucky Compass
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6a9a511337
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add an include for PPSSPP_PLATFORM
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2017-12-30 22:44:41 -08:00 |
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Kentucky Compass
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2a3c4408d2
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Fix build on iOS (only iOS 9 and up support thread_local)
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2017-12-30 20:57:45 -08:00 |
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Henrik Rydgård
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b9d0bf9842
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Remove outdated comment.
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2017-12-31 00:10:55 +01:00 |
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Henrik Rydgård
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b5e5d72a0a
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Complete the separation of depth and stencil renderpass flags
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2017-12-30 22:52:22 +01:00 |
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Henrik Rydgård
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a0f718ace1
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Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
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2017-12-30 22:40:57 +01:00 |
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Henrik Rydgård
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1e64919392
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Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
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2017-12-30 22:35:43 +01:00 |
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Henrik Rydgård
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b9726245ac
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Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
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2017-12-30 21:31:43 +01:00 |
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Unknown W. Brackets
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52c4293896
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Profiler: Show the slowest thread's categories.
May or may not be ideal, but this was the easiest solution...
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2017-12-30 10:45:51 -08:00 |
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Unknown W. Brackets
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b9cd883811
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UI: Only default focus visible things.
Also, default focus perm button.
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2017-12-29 17:55:40 -08:00 |
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Henrik Rydgård
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8ebbb82c0a
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Merge pull request #10459 from unknownbrackets/ui-resized
UI: Trigger view recreate on static sized screens
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2017-12-27 11:07:35 +01:00 |
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Unknown W. Brackets
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c0f0bc88af
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UI: Trigger view recreate on static sized screens.
If a screen doesn't size via layout, it needs to recreate views on resize,
which is what the resized() method is for.
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2017-12-27 01:13:47 -08:00 |
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Unknown W. Brackets
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56835fc017
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Qt: Fix OpenGL init.
Needs to check extensions before creating thin3d, as others do.
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2017-12-26 16:04:19 -08:00 |
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Unknown W. Brackets
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a7b3a1eb96
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Vulkan: Decimate the texture allocator.
Thin3D wasn't calling Begin/End, which lead to leaks eventually and OOM.
Was causing softgpu to crash.
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2017-12-24 10:39:42 -08:00 |
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Unknown W. Brackets
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78ebe942ab
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Vulkan: Cleanup unused code.
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2017-12-21 11:43:05 -08:00 |
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Unknown W. Brackets
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75aa65908c
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GLES: Pack without stride where possible.
This may possibly help #10425 in case the behavior is different when going
over width when reading pixels.
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2017-12-21 11:41:53 -08:00 |
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Henrik Rydgård
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ea387b2a48
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WIP vulkan on linux stuff
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2017-12-21 10:48:00 +01:00 |
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Henrik Rydgård
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2bdae5b338
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Merge pull request #10420 from hrydgard/core-cleanup
Some core cleanup
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2017-12-20 11:25:11 +01:00 |
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