Commit Graph

21000 Commits

Author SHA1 Message Date
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
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
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
More gpu centralization
2016-12-22 10:43:32 +01:00
Florent Castelli
47ee86ebc4 Merge pull request #9180 from hrydgard/glew_fix
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.
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
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.
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
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
Fixed , add setting info
2016-12-20 12:37:16 +01:00
Henrik Rydgård
1852cdd146 Merge pull request #9171 from hrydgard/switch-glslang
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
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
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