Henrik Rydgård
d0cdb360fd
Remove the DX9 namespace, for consistency with the other backends
2022-08-16 21:49:16 +02:00
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b71f17586e
Switch: Avoid loading Vulkan.
2022-04-02 16:34:13 -07:00
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3c9ab13672
GPU: Remove NULL GPU.
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We can use the software GPU without a backend now, and this is in every
way superior and will result in better tests/headless behavior.
2021-01-02 09:36:13 -08:00
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ed65bc2327
SoftGPU: Allow rendering with no backend at all.
2021-01-02 09:25:41 -08:00
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66a6b27d78
UWP: Allow software renderer.
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It can use the Direct3D 11 backend now for a while, so it should work on
UWP just fine.
2021-01-02 09:24:43 -08:00
Henrik Rydgård
ccc0331279
Move timeutil to Common. (Experiment to see how much work it is to move these).
2020-08-15 20:53:08 +02:00
Henrik Rydgård
268439dd4b
Fix issue with D3D9 vs UWP
2019-05-11 08:37:42 +02:00
Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
Henrik Rydgård
22d9ab4dbe
Fix #12023 , accidental disabling of the GL backend on non-Windows ARM platform caused by #12013 .
2019-05-09 23:59:29 +02:00
driver1998
0aa33d53c0
Disable features not available on Windows ARM32/ARM64
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ARM32: OpenGL & DirectInput
ARM64: OpenGL
2019-05-04 22:45:16 +08:00
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6d8b78f523
Headless: Allow startup using NULL core.
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Or maybe we should have a dummy Draw context...
2018-11-30 17:45:54 -08:00
Henrik Rydgård
442b57033f
Attempt to fix the last very common issue of #11493 by being paranoid
2018-11-21 22:40:54 +01:00
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40ca49d0e3
GPU: Cancel shader preload on shutdown/lost.
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Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
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6130eb34be
Vulkan: Wait for GPU ready on shutdown.
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In case it's still busy preloading shaders.
2018-10-30 19:13:22 -07:00
AreaScout
95556e8d03
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-17 20:01:12 +00:00
aliaspider
0af6d573bb
remove all usage of __LIBRETRO__
2018-03-24 12:45:20 +01:00
Henrik Rydgård
a78365e73d
Remove duplicate declaration of GPUCommon::CmdFunc
2018-02-26 15:19:11 +01:00
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60c4ac58f0
System: Allow GPU to have delayed loading.
2017-12-03 11:29:07 -08:00
twinaphex
4855b2d6f1
mingw patches
2017-08-31 22:15:05 +02:00
Henrik Rydgard
03dab0fdbd
More UWP prep
2017-02-25 09:57:22 +01:00
Henrik Rydgard
fcbc20f240
Small changes to make Common and Core build under my preliminary UWP setup.
2017-02-24 18:59:41 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
01e11c6437
Some mostly empty files for D3D11
2017-02-08 17:47:07 +01:00
Henrik Rydgard
ba52ba8714
Move global.cpp to native/gfx/d3d9_shader.cpp
2017-02-05 20:50:17 +01:00
Henrik Rydgard
0d1d6f98e4
Pass in the DrawContext to all backends
2017-01-30 20:26:47 +01:00
Henrik Rydgård
f86b9f7900
Guess what? More renaming
2016-12-27 11:59:06 +01:00
Henrik Rydgård
10393f5d4e
Move Thin3D into the Draw namespace.
2016-12-27 11:58:03 +01:00
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1c3e048070
Vulkan: Consistently init the graphicsContext.
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This was only happening properly on Windows before.
2016-10-01 11:22:53 -07:00
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360be4073d
Fix a switch missing value warning.
2016-08-05 10:48:04 -07:00
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
e611915a52
Rename some GPU classes and enums to fix some consistency issues between the backends.
2016-04-10 10:21:48 +02:00
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2461a849f9
Correct some warnings reported by clang.
2016-03-20 23:13:28 -07:00
Henrik Rydgard
29bc07eb0a
SoftGPU with Vulkan runs but displays black
2016-03-20 20:04:49 +01:00
Henrik Rydgard
96273c6616
Turn off Vulkan in CMake-based and Qt-based builds, for now
2016-03-20 19:30:39 +01:00
Henrik Rydgard
ca63cca9a2
WIP: Start work on getting the Vulkan code to compile for Android
2016-03-20 19:30:11 +01:00
Henrik Rydgard
3701e2eca3
Reaches the first clear
2016-03-20 19:30:11 +01:00
Henrik Rydgard
4063f7e0db
Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp
2016-03-20 19:30:11 +01:00
Henrik Rydgard
5216a24590
Back to work on the PSP renderer
2016-03-20 19:30:11 +01:00
Henrik Rydgard
c64064024d
Initial vulkan code.
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This was squashed from nine commits but using old versions of Vulkan.
2016-03-20 19:18:35 +01:00
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b33e39788f
d3d9: Use thin3d for reporting info.
2016-02-13 10:53:28 -08:00
Henrik Rydgard
35b6c7341b
Fix a bunch of memory leaks, after enabling file+line-number memory leak tracking for the MS Debug CRT.
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Few of these were serious, most were on-exit, but good to have a cleaner memory report after running.
2016-02-10 15:36:10 +01:00
Henrik Rydgard
e11d0a7e1c
Minor GPU interface cleanup
2016-01-06 23:49:02 +01:00
Henrik Rydgard
15de6e6b98
GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
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Needed to prevent clutter all over the codebase.
Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00