Unknown W. Brackets
03edd6129a
GLES: Cut down on use of USING_GLES2.
2018-06-17 20:51:34 -07:00
Unknown W. Brackets
6592c6222a
http: Check fread() result to avoid warning.
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This will cause the length not to match the result if it happens, but the
client should interpret that as a server error.
Also a similar error in headless.
2018-06-17 11:02:26 -07:00
Unknown W. Brackets
16e0a7cc8e
Headless: Default memory stick inserted.
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Tests expect this, oops.
2018-06-06 05:54:39 -07:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680 .
2018-04-10 12:22:41 +02:00
Henrik Rydgård
0130e75852
Merge pull request #10801 from unknownbrackets/sdl-shutdown
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Fix shutdown segfault in SDL, fix headless
2018-03-26 21:10:48 +02:00
Unknown W. Brackets
0366e05c44
Headless: Quick update to use render thread.
2018-03-25 14:49:22 -07:00
Unknown W. Brackets
2c493f3633
Headless: Add simple GL thread handling.
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Because of the way headless works and runs tests, it was a lot simpler to
use a separate thread (unlike elsewhere) for the GL rendering. Hopefully
this difference doesn't bite us later.
2018-03-25 09:47:56 -07:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
5f8118b82b
Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
2018-02-25 10:27:59 +01:00
Henrik Rydgård
ea50561c80
Merge pull request #10454 from unknownbrackets/gpu-minor
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Vulkan: Use depth clamping, where available
2017-12-27 11:11:18 +01:00
Unknown W. Brackets
496b2bff35
Vulkan: Fix fragment depth rounding.
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Was slightly off in the accurate depth path.
2017-12-26 16:19:11 -08:00
Unknown W. Brackets
766b40aad8
GPU: Reset GPUBackend on graphics init.
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This way, when using a port that doesn't support Vulkan, it doesn't just
silently use upside down GL, etc.
2017-12-26 16:02:55 -08:00
Henrik Rydgård
7d0fc9ce65
Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
2017-12-07 15:05:59 +01:00
Henrik Rydgård
023c3736c6
Disable anisotropic filtering in headless, screws up mipmap test
2017-11-15 18:14:04 +01:00
Henrik Rydgård
830645e7c5
Fix headless to work better in vulkan mode
2017-11-15 15:35:15 +01:00
Unknown W. Brackets
9080f41642
Headless: Prevent segfaults with Vulkan.
2017-11-14 22:34:18 -08:00
Henrik Rydgård
d618b3673b
Count readbacks in a frame and show in GPU debug stats.
2017-11-08 11:57:53 +01:00
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).
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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
Unknown W. Brackets
40f663664b
Headless: Oops, call SDL_Init().
2017-09-20 10:49:32 -07:00
Unknown W. Brackets
7db9dfb50b
Headless: Reduce some duplication.
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We can share the screenshot code for SDL.
2017-09-20 09:25:28 -07:00
Unknown W. Brackets
5a3d229d04
Headless: Add support for SDL.
2017-09-20 07:24:58 -07:00
Henrik Rydgård
6a1fa728d8
Remove Globals.h
2017-08-31 17:15:22 +02:00
Henrik Rydgård
1b05a54800
Remove the Mipmap setting. One step forward for #8171
2017-05-26 10:21:20 +02:00
Unknown W. Brackets
6b3944d329
UnitTest: Correct vertex and jit tests.
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We now convert texcoords to floats.
2017-05-06 18:45:04 -07:00