Commit Graph

70 Commits

Author SHA1 Message Date
Henrik Rydgård
d5e0299b0b GLR: Share union struct between Draw/DrawIndex 2023-05-10 10:32:13 +02:00
Henrik Rydgård
8f2069ef71 GLQueueRunner: Combine BindVertexBuffer with BindIndexBuffer 2023-05-10 09:23:10 +02:00
Henrik Rydgård
cc16eb8321 Shrink the GLRRenderCommand struct from 152 to 88 bytes
Turns out the VR work bloated it a bit, which can't be good.

Think it's fine to allocate these view matrices on the heap to get them
out of the way, there won't be that crazy many per frame usually.
2023-05-10 00:24:17 +02:00
Henrik Rydgård
5724bbd8e9 Correct size calculations in GLPushBuffer. I don't see how this failed as badly as in that crash report though... 2023-05-03 23:49:41 +02:00
Henrik Rydgård
d4249c1d73 OpenGL: Add an assert to catch a class of crash bugs early. Also assorted paranoia. 2023-05-01 11:56:26 +02:00
Henrik Rydgård
3d477003c4 Fix issue where if Break on Load was set, we'd crash once we started running in a few games 2023-04-30 10:06:43 +02:00
haoruiwang
7cbb7a09e5 [what][style][gpu] some coding style refine 2023-04-18 19:18:38 +08:00
Henrik Rydgård
d502198aa3 Move GLFrameData out of GLRenderManager.
Small refactor to prepare for adding delayed readback support to the
OpenGL backend.
2023-02-07 12:12:00 +01:00
Henrik Rydgård
937975000b Add a ReadbackMode parameter to more functions in the FramebufferManager 2023-02-05 13:57:45 +01:00
Henrik Rydgård
cb16f193ec Fix the problem. Still need to leave the loop with SDL even if we supply a swap function. 2023-01-30 15:45:05 +01:00
Henrik Rydgård
436a3e0d61 Cleaner exit from emuthread, as used by OpenGL. Don't know how it worked before... 2023-01-30 11:49:31 +01:00
Henrik Rydgård
a0c893cc8f Fix ThreadFrame. All OK now except shutdown, it seems 2023-01-30 11:49:31 +01:00
Henrik Rydgård
2659fd6f66 Android work. Make the Android OpenGL exit prodecure make more sense 2023-01-30 11:49:31 +01:00
Henrik Rydgård
b62572a78f Refactor the framedata/GPU thread management. 2023-01-30 11:49:31 +01:00
Henrik Rydgård
bfab820947 Merge some functions 2023-01-30 11:24:53 +01:00
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5102ef8a31 GLES: Delete LinkedShaders after the program.
The program references the shader, so we have to delete in this order.
Caused problems on useFlag change as well as probably DeviceLost.
2023-01-10 22:13:40 -08:00
Henrik Rydgård
6922ee7e52 Add some asserts in the hope of gathering some more info (and consolidating some crashes). 2022-12-18 21:58:20 +01:00
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a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
b7a3cf56cc OpenGL: Fix lifetime issue with uniform/sampler "locs" for thin3d pipelines 2022-12-09 20:52:19 +01:00
Henrik Rydgård
70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
Henrik Rydgård
90d395a10d Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Lubos
bf14ca84d3 OpenXR - Revision of VR rendering 2022-10-08 14:38:49 +02:00
Henrik Rydgård
b190c33cc7 Rewrite some present logic for slightly more clarity. Fixes bad logic and a minor race condition. 2022-09-20 17:05:53 +02:00
Unknown W. Brackets
c08c873462 GLES: Support more clip distances.
Will be used later, for now just the enable/disable logic.
2022-09-18 13:16:59 -07:00
Lubos
3331fedab7 OpenXR - Better variable/methods naming 2022-09-15 00:03:41 +02:00