Henrik Rydgård
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5f1ffeae70
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Correct LogicOp API support detection
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2022-09-04 00:08:40 +02:00 |
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Henrik Rydgård
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d459eac891
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Fix checks for depth texture support, GLES syntax errors
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2022-08-24 11:26:07 +02:00 |
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Henrik Rydgård
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3a0d43ae1e
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Remove deprecated function (mostly)
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2022-08-16 11:47:38 +02:00 |
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Henrik Rydgård
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79ee532609
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Fix feature checks
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2022-08-09 20:05:44 +02:00 |
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Henrik Rydgård
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4ff8f85110
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Forgot these...
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2022-08-07 11:48:59 +02:00 |
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Henrik Rydgård
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6f1f482432
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Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff
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2022-08-07 11:15:23 +02:00 |
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Henrik Rydgård
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81c36578ca
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Feature detection fixes
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2022-08-06 18:27:03 +02:00 |
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Henrik Rydgård
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da65af832a
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D3D11 prep
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2022-08-06 18:27:03 +02:00 |
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Henrik Rydgård
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4e89174b85
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OpenGL: Fix shader depal too.
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2022-08-06 18:27:03 +02:00 |
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Henrik Rydgård
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3e1ccf1311
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Need a separate cap bit for stencil blits to prevent misuse on D3D9
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2022-08-03 13:40:21 +02:00 |
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Henrik Rydgård
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9bead443c3
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Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation).
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2022-08-03 13:31:13 +02:00 |
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Henrik Rydgård
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d4d92e39ff
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Implement DrawUP for D3D11
This is so we can do simple drawing without buffer management through
thin3d on all backends.
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2022-08-03 13:28:54 +02:00 |
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Henrik Rydgård
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19931c003f
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Clean up blit/copy feature detection. Don't need fast GPU flags for these.
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2022-08-02 09:53:46 +02:00 |
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Henrik Rydgård
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46d6b43618
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Support 3D textures in OpenGL ES, add feature check
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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08c33f8e54
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More thin3d d3d11 fixes
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2022-07-30 10:47:18 +02:00 |
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Henrik Rydgård
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e43b5e2081
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thin3d: Make writeMask and compareMask dynamic in all backends. D3D11 needs emulation.
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2022-07-30 10:47:18 +02:00 |
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Henrik Rydgård
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4a18629e63
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thin3d: Remove dual sided stencil, not supported by all backends anyway
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2022-07-30 10:47:18 +02:00 |
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Unknown W. Brackets
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5e6f54033e
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GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
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2021-10-12 20:34:43 -07:00 |
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Unknown W. Brackets
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1e66a66ed7
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D3D11: Correct clearing samplers.
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2021-10-12 20:34:43 -07:00 |
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Unknown W. Brackets
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046a5c548b
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GLES: Check clip/cull distance support.
Pretty limited on GLES3+. Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
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2021-10-12 20:34:42 -07:00 |
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Unknown W. Brackets
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4cb6976029
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GPU: Use an empty vertex buf for reinterpret.
See #14552.
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2021-08-07 22:22:36 -07:00 |
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Unknown W. Brackets
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7f8144494e
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Draw: Use constants for texture slots.
GL actually had a check for 16 but then an array for 8. This should make
it easier to figure out if we ever hit those limits.
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2021-06-12 14:10:57 -07:00 |
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Unknown W. Brackets
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44d2d8a2a3
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Draw: Assert sampler bindings are in valid ranges.
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2021-06-12 10:10:42 -07:00 |
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Unknown W. Brackets
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8a8328c431
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Common: Move ColorConv to a more appropriate place.
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2021-05-01 11:20:05 -07:00 |
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Unknown W. Brackets
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fe9870bf37
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Draw: Auto ref/release bound textures/samplers.
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2021-02-16 21:48:43 -08:00 |
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Unknown W. Brackets
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e85a8b0f5b
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Global: Cleanup class init order warnings.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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4a33b5d4e2
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D3D11: Fail if uniform buffer create fails.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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f32f89dd90
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Global: Remove some unused variables.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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6247e4d0ee
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Windows: Add some missing override specifiers.
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2021-02-14 10:30:10 -08:00 |
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Unknown W. Brackets
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2c165c9b6d
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Windows: Fix improper case or missing includes.
As per mingw errors/warnings.
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2021-02-14 10:30:10 -08:00 |
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Henrik Rydgård
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2dcfa63498
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GL: Detect Apple GPUs as a category
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2020-12-14 22:10:18 +01:00 |
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Henrik Rydgård
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6a5522b185
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thin3d: Add a way to query the current render target for debugging.
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2020-12-13 00:20:13 +01:00 |
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Henrik Rydgård
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c0c2bfb293
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D3D11: Fix shader module leak in thin3d.
Thanks Unknown.
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2020-12-01 09:20:13 +01:00 |
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Henrik Rydgård
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96c36d5c10
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More work on reinterpret. Get Vulkan running
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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1ccc8c129c
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Reinterpret code runs, no idea if it works
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2020-11-08 11:32:55 +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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6db943e831
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Merge the two ShaderStage enums
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2020-11-05 08:34:35 +01:00 |
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Henrik Rydgård
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5ee9cfef0d
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Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
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2020-10-29 00:52:19 +01:00 |
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Henrik Rydgård
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92e1dce2db
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Error handling fixes
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2020-10-18 20:26:19 +02:00 |
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Henrik Rydgård
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d3339d93b0
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Set up depth buffers to be bound as shader resource views
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2020-10-18 20:14:25 +02:00 |
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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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