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
Unknown W. Brackets
c711b00d4c
GPU: Clean up some GLES3 defaults.
...
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
Unknown W. Brackets
977f75ce1e
UI: Fix text wrap when kerning adjusts spaces.
...
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
Unknown W. Brackets
83d017848e
Vulkan: Allow blit/copy of depth or stencil only.
...
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.
...
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.
...
Works around #9666 for most practical purposes.
2017-05-21 17:25:00 +02:00
Unknown W. Brackets
259af56ee6
SoftGPU: Fix rendering when using Direct3D 9.
...
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
...
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
Henrik Rydgård
79c0d895ce
Found a suspicious hang report that makes me think this mutex should be recursive.
2017-05-18 13:29:18 +02:00
Henrik Rydgård
049d06cdc4
More paranoia
2017-05-18 13:29:00 +02:00
Henrik Rydgård
60378a0dcb
Minor GameInfo memory handling improvements. Still not great.
2017-05-18 12:41:42 +02:00