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
88ad1cb3d8
Attempt to workaround #9190
2016-12-27 11:55:45 +01:00
Henrik Rydgård
619f91866a
Merge pull request #9184 from hrydgard/d3d11-groundwork
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Some preparations for D3D11
2016-12-25 18:17:40 +01:00
Henrik Rydgård
9a29626ad0
Buildfix for Qt
2016-12-25 16:28:19 +01:00
Henrik Rydgård
9658c8dd5c
Basic D3D11 context setup code
2016-12-25 11:37:26 +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 Rydgård
92db2b0ac0
Update dx9sdk submodule (moved some dx11 headers out of the way)
2016-12-25 11:24:19 +01:00
Henrik Rydgård
ae709ed1dd
Fix bug in word wrapper
2016-12-25 11:08:27 +01:00
Henrik Rydgård
d97b3d6d23
Merge pull request #9182 from adenovan/crosslinks
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crosslink database & product id database
2016-12-24 11:15:21 +01:00
Gde Made Novan Priambhada
bb973545e1
crosslink database & product id database
2016-12-24 05:46:50 +08:00
Henrik Rydgard
d43b3ef73f
Minor cleanup in thin3d
2016-12-22 13:25:42 +01:00
Henrik Rydgård
e3bca489be
Merge pull request #9179 from hrydgard/more-gpu-centralization
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More gpu centralization
2016-12-22 10:43:32 +01:00
Florent Castelli
47ee86ebc4
Merge pull request #9180 from hrydgard/glew_fix
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cmake: Fix system GLEW usage
2016-12-22 00:29:14 +01:00
Florent Castelli
c35f6c160b
cmake: Fix system GLEW usage
2016-12-21 22:53:28 +01:00
Henrik Rydgard
c96bc7b649
Update glslang submodule
2016-12-21 20:50:25 +01:00
Henrik Rydgard
dc5c0c0d2d
Centralize ProcessEvent
2016-12-21 20:02:05 +01:00
Henrik Rydgard
7634ff7f09
Centralize a few more functions, fix DX9
2016-12-21 18:51:19 +01:00
Henrik Rydgard
98ebf9ed6f
Centralize PerformStencil* and Invalidate* functions
2016-12-21 18:33:08 +01:00
Henrik Rydgard
866d4a645f
Centralize "PerformMemory*" functions
2016-12-21 18:26:06 +01:00
Henrik Rydgard
e15cba0e1b
Centralize "Resized()"
2016-12-21 18:13:58 +01:00
Henrik Rydgard
7e46a153c0
Centralize DoBlockTransfer between the GPUs.
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Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
2016-12-21 18:07:17 +01:00
Henrik Rydgard
bb4920298b
ios/ViewController.mm : Add a comment about a future optimization
2016-12-21 17:40:33 +01:00
Henrik Rydgard
49ce7178f5
Fix bug when showing shader IDs in the shader viewer
2016-12-21 15:50:20 +01:00
Henrik Rydgård
8222a66d00
Merge pull request #8950 from hrydgard/audio-linear-interpolation
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WIP: SasAudio: Implement linear interpolation
2016-12-20 23:27:22 +01:00
Henrik Rydgard
1e095951dd
Replace while loop with division (technically a right shift).
2016-12-20 22:02:40 +01:00
Henrik Rydgard
ff4b99dd97
Replace for-loop with multiplication
2016-12-20 21:52:25 +01:00
Henrik Rydgard
6782f7c75d
Just figure out how many samples to read, then read it, instead of one-by-one.
2016-12-20 21:47:50 +01:00
Henrik Rydgard
e802fb0b73
Remove the verification.
2016-12-20 21:42:11 +01:00
Henrik Rydgard
451388070a
Fix bug. Now use the quick inner loop, just need to redo the sample reader...
2016-12-20 21:37:31 +01:00
Henrik Rydgard
064795216e
Add parallel resampling algorithm that reads directly from the temp buf
2016-12-20 21:05:23 +01:00
Henrik Rydgard
47df134b66
Optimization step 1: Separate the loops, save history from buffer.
2016-12-20 20:50:34 +01:00
Henrik Rydgard
61f80edda3
SasAudio: Straightforward implementation of linear interpolation.
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Not sure about the performance impact, but calling ReadSamples with 1 as
an argument can't be terribly fast. So this might need some redesign
before merge, but should be a good starting point.
2016-12-20 20:23:00 +01:00
Henrik Rydgård
e9bea75a07
Merge pull request #9176 from hrydgard/always-prescale-uv
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Always prescale uv ("texcoord speedhack")
2016-12-20 16:03:51 +01:00
Henrik Rydgard
0fa2f2c7ae
Remove more now-unused code
2016-12-20 13:50:07 +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
Henrik Rydgård
80af358eea
Merge pull request #9163 from zminhquanz/master
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Fixed , add setting info
2016-12-20 12:37:16 +01:00
Henrik Rydgård
1852cdd146
Merge pull request #9171 from hrydgard/switch-glslang
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glslang for vulkan: Use my proper glslang fork instead of the ugly old SDK-glslang fork
2016-12-20 11:11:21 +01:00
Henrik Rydgård
73ed466e19
Set up Android build for the proper glslang
2016-12-20 02:31:41 +01:00
Henrik Rydgård
8aae624543
Use new flag to not build the glslangValidator and spirv-remap binaries
2016-12-20 02:01:30 +01:00
Henrik Rydgård
6b1c4fb118
Alphasort. Also attempt to retrigger Travis..
2016-12-20 01:11:50 +01:00
Henrik Rydgård
1dd9bb7162
Remove the old glslang build
2016-12-20 00:43:26 +01:00
Henrik Rydgard
b46bb1efdb
glslang for vulkan: Use my proper glslang fork instead of the ugly old SDK-glslang fork
2016-12-20 00:30:09 +01:00
Florent Castelli
2cf3f0247a
Merge pull request #9169 from Orphis/ios
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FFmpeg and iOS updates
2016-12-19 02:29:05 +01:00
Florent Castelli
2ba04f3bcd
ios: Enable building for arm64 and simulator
2016-12-19 02:07:08 +01:00
Florent Castelli
2149d3db7f
cmake: New FindFFmpeg module
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This new module should be able to handle both libraries in the regular
paths and fallback to pkg-config.
It is also able to find dynamic libraries, not just static libraries.
It will generate imported targets with the name FFmpeg::<lib> that you
can use in your scripts.
The way it’s used in our main build script has been updated to match.
We also won’t link external libraries used by ffmpeg automatically since
it is not reliable and depend on custom options.
You should use a proper static build with no external dependencies or
a shared build that will have the proper dependencies listed.
2016-12-19 02:07:08 +01:00