Henrik Rydgård
73166def93
Android: Reduce asserts during startup.
2020-07-28 19:06:29 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
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dddaa57392
Windows: Fix GL reinit on backend switch.
2020-05-09 12:20:42 -07:00
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051a84e9bd
GPU: Restart when changing inflight frames setting.
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We need to keep the push and pull in step, so changing at runtime is
messy.
2020-03-02 19:21:15 -08:00
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5009698cc0
Core: Use a shared_ptr for i18n categories.
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This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
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f2206158b2
UI: Update more browser links to https://.
2019-03-03 21:39:21 -08:00
Henrik Rydgård
d91f706206
Log why the config is being saved (we seem to do it a bit much at times)
2019-02-23 11:55:44 +01:00
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adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Henrik Rydgård
429a1fce01
Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash.
2018-11-21 18:14:26 +01:00
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dc54ed6855
GLES: Add disabled code to run GLES on desktop.
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Helps when testing certain extensions, etc.
2018-10-28 14:29:44 -07:00
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f906fbed35
Core: Track graphics startup failures and cycle.
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If the graphics driver segfaults, or some plugin segfaults, let's try a
different one next time. This gives better hope of starting up next time.
2018-09-01 19:59:13 -07:00
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b4496f1975
Core: Move config enums to separate file.
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These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Henrik Rydgård
3f7602227c
Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
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This does happen on some fresh Win10 installations.
We really should do something much nicer and more automatic, but that's for later.
2018-05-03 22:19:07 +02:00
Henrik Rydgård
513ea72d5d
OpenGL debug log: Filter out some buffer mapping info from the NV driver
2018-04-05 12:29:09 +02:00
Henrik Rydgård
01d81ffa72
OpenGL: Fix texture wrapping of render targets.
2018-03-28 11:23:41 +02:00
Henrik Rydgård
2a438d6e03
Fix VSync on Windows. Should fix #10711
2018-03-12 20:07:31 +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
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2bec3bf3ac
Windows: Trigger StopThread() on shutdown.
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Otherwise, we end up hanging in the loop waiting for emuThreadState to
become STOPPED. It actually has, but ThreadFrame() will block until a new
frame is queued... while will never happen, because the emuthread has
stopped.
2018-02-10 16:55:44 -08:00
Henrik Rydgård
8ee426ff74
Get rid of an unused codepath (gl rendering is now always threaded)
2018-02-08 00:23:48 +01:00
Henrik Rydgård
ae19c48138
Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
2018-02-07 16:00:29 +01:00
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bdf7fdc7a3
GLES: Actually stop the thread on shutdown.
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Fixes shutdown.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
fdca06d208
More work on shutdown, still hanging though.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
e5d571c25a
gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d
OpenGL: Now run GL on a secondary thread. Sync issues remain.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
422b05e51f
Truncate the '\n' from GL debug strings before logging them.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1
Assorted cleanup
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
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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
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d6da758ed3
GPU: Remove duplicate BACKEND constants.
2017-12-26 15:55:24 -08:00
Henrik Rydgård
99b34c7b45
Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
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Fixed small bugs, now tested and working on mac.
Add spirv-cross to cmake build
2017-12-08 10:25:42 +01:00
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c30e4a9382
Windows: Request a core profile by default.
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Also, update to OpenGL 4.6.
2017-12-03 07:00:56 -08:00
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
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0b16899f67
Windows: Init with OpenGL 4.5 if possible.
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Also, try more versions if older.
2017-04-29 17:38:18 -07:00
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4514af9d6e
Windows: Improve core context init.
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This clears the error from glewInit(), and ensures we check GL extensions
only after selecting the desired GL profile.
Also, consistently use the core profile flag to select the context.
2017-03-18 13:47:15 -07:00
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
20d9e60a67
Just some renaming. Start moving away from the "thin3d" name
2017-01-30 14:38:31 +01:00
Henrik Rydgård
f86b9f7900
Guess what? More renaming
2016-12-27 11:59:06 +01:00
Henrik Rydgård
10393f5d4e
Move Thin3D into the Draw namespace.
2016-12-27 11:58:03 +01:00
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2e2674be21
Properly allow triggering a core context.
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This will be useful on Mac.
2016-08-08 17:56:09 -07:00
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e5b4051211
Don't attempt pause while stepping.
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We'll just hang in that case.
2016-01-17 15:47:44 -08:00
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481be1cd34
Fix GL feature detection.
2016-01-06 20:26:53 -08:00
Henrik Rydgard
3398288bd0
Some cleanup around input_state
2016-01-01 14:40:18 +01:00
Henrik Rydgard
15de6e6b98
GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
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Needed to prevent clutter all over the codebase.
Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
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cbf149b0b4
Display types at different log levels.
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Just to make errors stand out more, mainly.
2015-12-28 14:13:22 -08:00
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4d041c9ffe
Try to add support for GL_KHR_debug.
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For some reason I'm still not seeing this work in a core profile...
2015-12-28 14:13:19 -08:00
Henrik Rydgard
44be9f2a50
Move Windows GPU init code into Windows/GPU
2015-11-03 23:22:09 +01:00