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
d43452f0ce
Fix to shutdown sequence
2023-01-30 11:49:31 +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
f773e66e0f
Minor optimization in GLQueueRunner
2023-01-30 11:24:53 +01:00
Henrik Rydgård
bfab820947
Merge some functions
2023-01-30 11:24:53 +01:00
Unknown W. Brackets
5102ef8a31
GLES: Delete LinkedShaders after the program.
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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
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a37ed84b31
GLES: Avoid clip distance error in ANGLE.
2023-01-08 22:50:39 -08:00
Henrik Rydgård
f7df69f50c
Change a Crash() to an _assert_msg_
2023-01-01 17:23:24 +01:00
Henrik Rydgård
d83f84fdfd
DrawContext destructor: Need to call DestroyPresets earlier.
2022-12-29 17:32:49 +01:00
Henrik Rydgård
10c0b3f2ae
Comment improvements
2022-12-29 00:39:59 +01:00
Henrik Rydgård
463d703feb
More assorted cleanup
2022-12-29 00:39:59 +01:00
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Unknown W. Brackets
f6c26ecac0
Headless: Prevent crash on errors in graphics init.
2022-12-24 17:43:32 +00:00
Henrik Rydgård
e209227be1
Delete dead code path (initialize EGL from C++ on Android)
2022-12-20 23:17:51 +01:00
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
Henrik Rydgård
675c282286
Hides the D3D9 option on Intel Xe graphics.
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For whatever reason, it really doesn't work for me, while all three other
backends work perfectly. So let's just hide it.
You can still enable it through the ini file for debugging purposes.
2022-12-11 20:55:09 +01:00
Unknown W. Brackets
a7b7bf7826
Global: Set many read-only params as const.
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This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
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f44852bb18
Global: Cleanup virtual/override specifiers.
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Also missing virtual destructors, hidden non-overrides, etc.
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
0ad6218dc4
Fix "usePrevFrame" shaders for OpenGL
2022-12-09 17:28:58 +01:00
Henrik Rydgård
4dfce4f6bc
Basically working MSAA on desktop GPUs! Some glitches remain.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
6daecb4e2b
Add check for tiling GPUs. We'll use this to inform on what MSAA modes to support.
2022-12-01 22:48:59 +01:00