Henrik Rydgård
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a24f4e3e70
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Start unifying BindFramebufferAsColorTexture
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2020-11-07 11:03:53 +01:00 |
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Henrik Rydgård
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d9ee06a60d
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Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
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2020-11-07 10:51:54 +01:00 |
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Henrik Rydgård
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7a690f177e
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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44ec286ba4
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Framebuffer: Keep the render scale factor around, no need to recompute it.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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225734c0b3
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Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.
Fixes #13628
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2020-11-06 09:09:18 +01:00 |
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Henrik Rydgård
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84037f448e
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Remove colorDepth property of framebuffers. They're all 8888.
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2020-11-05 14:51:46 +01:00 |
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Henrik Rydgård
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7b2236778b
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Remove remnants of an old, no longer applicable readback optimization
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2020-11-05 14:38:20 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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0e3a84b4a8
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Move most GPU things to Common.
It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
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2020-10-04 23:39:02 +02:00 |
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Henrik Rydgård
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821817e6d4
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Move the profiler to Common
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2020-10-04 11:42:16 +02:00 |
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Henrik Rydgård
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d6d72db0a9
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Unify BlitFramebufferDepth.
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2020-09-17 20:53:02 +02:00 |
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Henrik Rydgård
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d0f7b1e30f
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Make the implementations of CopyFramebufferDepth more similar.
Also avoid matching framebuffers with bad z for copies.
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2020-09-17 20:52:45 +02:00 |
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Henrik Rydgård
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181ddd842a
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Unify some GPU_SUPPORT* bits
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2020-09-17 20:52:32 +02:00 |
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Henrik Rydgård
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1b3413945b
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Some header include cleanup
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2020-09-16 09:20:41 +02:00 |
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Henrik Rydgård
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d57edfbdac
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Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
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2020-08-03 23:17:22 +02:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Unknown W. Brackets
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9ef521d945
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GPU: Avoid immediate postshader FBO recreate.
Before, we created things at the wrong size, then recreated at the right.
Now we just start at the correct size once.
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2020-06-12 12:35:35 -07:00 |
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Henrik Rydgård
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fabe987c8f
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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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2020-05-21 11:24:05 +02:00 |
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Unknown W. Brackets
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a36239473d
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GLES: Add dependency tracking for render passes.
Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
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2020-05-17 11:06:39 -07:00 |
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Unknown W. Brackets
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32a7e7345e
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GPU: Centralize framebuffer download.
And try not to use a potentially-null nvfb. Primarily this can happen on
Direct3D backends.
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2020-05-17 10:59:33 -07:00 |
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Unknown W. Brackets
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22e46b51c2
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GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
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2020-05-13 18:15:04 -07:00 |
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Unknown W. Brackets
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2faab0e082
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GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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762b656ea2
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GPU: Use a texture directly for MakePixelTexture.
This makes it easier to do things with it.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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fa6544b737
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GPU: Cleanup leftover postshader stuff.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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cb94487a16
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GPU: Move post shader handling to new class.
Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up. But in general, it works.
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2020-05-13 18:10:06 -07:00 |
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