972 Commits

Author SHA1 Message Date
Henrik Rydgård
ecad09d18f 32-bit android buildfix attempt 2017-10-26 10:57:01 +02:00
Henrik Rydgård
07e8b4ff1a Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them) 2017-10-26 10:57:01 +02:00
Henrik Rydgård
54e4eab1c1 Warning fixes 2017-10-26 10:57:00 +02:00
Henrik Rydgård
613cc46285 Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
12f8580984 Assorted fixes 2017-10-26 10:57:00 +02:00
Henrik Rydgård
85cb604a24 Fix (some) crashes on blits. Validation issues remain. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
8639664a6a Warning fixes, CMakeLists.txt/Android.mk fixes 2017-10-26 10:57:00 +02:00
Henrik Rydgård
d016bfe221 Fix some resource leaks and excessive logging in VulkanRenderManager 2017-10-26 10:57:00 +02:00
Henrik Rydgård
c4f0afc8a2 Clean out some obsolete code 2017-10-26 10:57:00 +02:00
Henrik Rydgård
b5e06f3c7d VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
3e2b810c39 Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it? 2017-10-26 10:57:00 +02:00
Henrik Rydgård
c403edfa89 Avoid re-binding pipelines. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
72a41cd524 Let's try a mutex. Doesn't completely solve the problem though.. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
d3672d9e57 Make sure not to begin and end the init command buffer on different threads. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
48ac334f4f Vulkan: Don't forget to specify stencil load op in render passes 2017-10-26 10:57:00 +02:00
Henrik Rydgård
022657ebb3 This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar) 2017-10-26 10:56:59 +02:00
Henrik Rydgård
c788dc896a Synchronization is HARD. need a rethink, methinks. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
1c5bd0f8dc Move the VulkanRenderManager stuff to thin3d, fits in better there. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
02f76ae4a8 Rendering basics now works. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
833916a906 A multitude of fixes. The UI now works correctly, though of course ingame still broken. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
0a0494ef8e It builds! With some shortcuts, of course. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
417b96a1b0 Use RenderManager for thin3d stuff 2017-10-26 10:56:59 +02:00
Henrik Rydgård
84ed793adf Initial work on render queue manager 2017-10-26 10:56:59 +02:00
Henrik Rydgård
7b1e1cd5e0 Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
There was some code for this before but it didn't work.
2017-10-24 23:05:21 +02:00
Henrik Rydgård
d1d1e1f742 Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings. 2017-10-24 22:45:27 +02:00
Henrik Rydgård
eabaf6ddcd Bit more Vulkan barrier cleanup. 2017-10-21 13:05:52 +02:00
Henrik Rydgård
804aa79376 Various Vulkan image transition fixes and related 2017-10-20 18:09:05 +02:00
Henrik Rydgård
5da165fad6 More work towards passing 1.61 Vulkan validation layers 2017-10-20 17:19:07 +02:00
Henrik Rydgård
d0b9e5ed8f Initial work on passing the latest Vulkan validation checks. 2017-10-20 14:47:36 +02:00
Henrik Rydgård
b9ba525de1 Don't call functions in asserts, they get compiled out in release... 2017-10-20 14:45:00 +02:00
Henrik Rydgård
017d3da067 Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
Fixes an issue where after switching to D3D9 on a PC without the D3D9 runtime, it's impossible to start PPSSPP anymore.
2017-10-20 11:53:07 +02:00
Henrik Rydgård
21d3c54401 Have GetFramebufferDimensions return the backbuffer size for null in all backends. 2017-10-20 11:11:04 +02:00
Henrik Rydgård
0d85f86e2d Add some safety checks. Fix some inadvertent Y-flips (bit hacky). 2017-10-18 11:40:07 +02:00
Henrik Rydgård
f2ea0ce472 Unify (well, almost) GetOutputFramebuffer (D3D11/GL) 2017-10-18 10:54:26 +02:00
Unknown W. Brackets
424af60086 Merge pull request #10008 from hrydgard/thin3d-readpixels
Start unification of framebuffer readback code
2017-10-16 23:26:56 -04:00
Henrik Rydgård
f220c74037 Remove comment, add check. 2017-10-16 16:28:27 +02:00
Henrik Rydgård
861c11f709 Buildfix 2017-10-16 14:34:11 +02:00
Henrik Rydgård
ad4bc3f9f4 Address review comments. 2017-10-16 14:32:26 +02:00
Henrik Rydgård
4350ee153c D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync 2017-10-11 15:12:41 +02:00
Henrik Rydgård
ed602a3319 UWP buildfix. See comments in #9575 2017-10-11 14:27:50 +02:00
Henrik Rydgård
62972cb891 D3D11: Move to CopyFramebufferToSync where easily possible. 2017-10-11 13:34:31 +02:00
Henrik Rydgård
16e68aa7c7 Get rid of BindFramebufferForRead 2017-10-10 14:49:07 +02:00
Henrik Rydgård
5bbe0eb69a Move GL readback to a Thin3D abstraction 2017-10-10 14:48:58 +02:00
Henrik Rydgård
2d94d45389 More format support in thin3d GL 2017-10-10 14:48:54 +02:00
Henrik Rydgård
ec7dc724c7 Minor OpenGL refactor. 2017-10-09 15:51:43 +02:00
Henrik Rydgård
6ab39ba475 Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086 2017-10-01 23:03:40 +02:00
Henrik Rydgård
4de75235ff Oops, forgot this one. 2017-09-28 20:27:31 +02:00
Henrik Rydgård
ebaa8051a4 Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments. 2017-09-28 19:33:07 +02:00
Unknown W. Brackets
bd63fdd8ed GLES: Android buildfix.
Shouldn't need this, actually.
2017-09-20 19:38:24 -07:00
Unknown W. Brackets
1802d7a45e GLSL: Set extension flags for elided core exts.
So that we know we have them, i.e. on Apple.
2017-09-20 12:23:11 -07:00