Commit graph

98 commits

Author SHA1 Message Date
Henrik Rydgård
20870194e3 Thin3D GL: Avoid using external functions internally. 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
7d0cfbabe7 thin3d gles: Unbind buffers after drawing. Fixes #9715 2017-05-24 12:06:02 +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
Henrik Rydgård
9b216af65d Stencil in thin3d/gl was broken. Not that we use it for anything though. 2017-03-22 15:31:14 +01:00
Henrik Rydgard
908193e894 Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906. 2017-03-18 15:21:26 +01:00
Henrik Rydgard
85d0b89b7b GL: Improve lost managment in DrawContext framebuffers 2017-03-18 13:55:15 +01:00
Henrik Rydgard
378170d723 Add ability to tag objects in the gl_lost_manager 2017-03-18 13:55:15 +01:00
Henrik Rydgård
f4a0c4504f Fixes to GPU system information. Fixes #9434 2017-03-16 09:48:10 +01:00
Henrik Rydgard
8a8360ef96 Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9) 2017-03-12 16:30:53 +01:00
Henrik Rydgard
042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +01:00
Henrik Rydgard
5d4700ae7e Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default. 2017-03-03 14:18:40 +01:00
Henrik Rydgard
5de190a45f D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
2017-02-27 10:10:24 +01:00
Henrik Rydgard
f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard
e16e1b6d7e GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers 2017-02-21 11:10:44 +01:00
Henrik Rydgard
fd20788a67 Missing initialization, warning fixes, fix display of tabs in fast text drawing 2017-02-20 11:21:07 +01:00
Henrik Rydgard
387ad7e4d6 OpenGL DrawContext texture handling cleanup, fixing some bugs. 2017-02-19 12:25:37 +01:00
Henrik Rydgard
1c33ac8dc1 Fix even more confusion around 4-bit RGBA texture formats 2017-02-19 11:09:42 +01:00
Henrik Rydgard
eabcb22623 Refactor away SetImageData 2017-02-19 11:02:24 +01:00
Henrik Rydgard
a847de9522 Fix some minor gl bugs 2017-02-15 23:56:38 +01:00
Henrik Rydgard
5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgård
6033b1ee05 D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird... 2017-02-12 18:29:58 +01:00
Henrik Rydgård
abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +01:00
Henrik Rydgard
096018a163 Texcache: Unify AttachFramebuffer, misc 2017-02-08 15:37:40 +01:00
Henrik Rydgard
82f8bfeb66 DrawContext: Remove the old way of setting uniforms 2017-02-08 13:07:38 +01:00
Henrik Rydgard
9bdae8f32e DrawContext: Use uniform buffers on all platforms (simulated where necessary) 2017-02-08 12:55:58 +01:00
Henrik Rydgard
fe1b593c15 DrawContext: Initial implementation of dynamic UBO support 2017-02-08 12:26:48 +01:00
Henrik Rydgard
41fecc8c16 More D3D11 basics. Only dynamic constant buffers left, then it should display the UI. 2017-02-07 19:45:09 +01:00
Henrik Rydgard
d78d3bb25f Change the API for updating buffers from the CPU to be cleaner 2017-02-07 19:04:44 +01:00
Henrik Rydgard
534a65c610 Remove thin3d buffer->SetData 2017-02-07 18:42:32 +01:00
Henrik Rydgard
691539b428 Stub new UpdateBuffer API 2017-02-07 18:16:52 +01:00
Henrik Rydgard
55aa879216 A lot of buildfixes 2017-02-06 16:16:43 +01:00
Henrik Rydgard
be557fc323 Remove fbo_preferred_z_bitdepth 2017-02-06 11:40:16 +01:00
Henrik Rydgard
e42f5e6f46 Rename the fbo_ functions to match the rest of DrawContext. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
ad29974a56 Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
a8f69e7d64 More DX cleanup 2017-02-05 20:06:56 +01:00
Henrik Rydgard
5b1b4329fd GL: some extra error checks for texture loading 2017-01-29 14:19:58 +01:00
Henrik Rydgard
363ba8dc16 Quickfix software rendering with the GL backend enabled.
Will make a cleaner solution later. Fixes #9247
2017-01-28 16:55:23 +01:00
Henrik Rydgård
f5cef88e14 Workaround for exit crash on Android. Need to rethink this... 2017-01-26 11:57:48 +01:00
Henrik Rydgård
9d5371a8ba Thin3d: More rigorous handling of RGBA4444 texture formats 2017-01-24 20:59:00 +01:00
Henrik Rydgård
5d6097d33c Add infrastructure for checking for supported DataFormats 2017-01-24 20:59:00 +01:00
Henrik Rydgård
528af8a939 Simplification around textures 2017-01-24 20:59:00 +01:00
Henrik Rydgård
d8dbb8389b Make buffer binding more Vulkan/Metal-like 2017-01-24 20:59:00 +01:00
Henrik Rydgård
8654d42528 DrawContext API change: introduce TextureDesc 2017-01-24 20:59:00 +01:00
Henrik Rydgård
d2c4cbacad Delete unnecessary form of CreateTexture 2017-01-24 20:58:59 +01:00
Henrik Rydgård
6a7d3a3910 Break out image file management from DrawContext (thin3d) 2017-01-24 20:58:59 +01:00
Henrik Rydgård
1c337f72bb Slightly saner way to choose shaders depending on language. More work needed. 2017-01-24 20:58:59 +01:00
Henrik Rydgård
c79712d9f9 Thin3D backends can report which shader languages they support 2017-01-24 20:58:59 +01:00
Henrik Rydgård
377561865a A little more D3D11, BlendFactor 2017-01-24 20:58:59 +01:00