Henrik Rydgård
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7f30037e45
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Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
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2018-02-07 13:11:43 +01:00 |
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Henrik Rydgård
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b3a09791b1
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SDL: Fix emuthread management to exit cleanly without hanging.
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2018-02-07 12:22:19 +01:00 |
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Henrik Rydgård
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59d6cc12f2
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Add an option to use the system libzip, to please grumpy package maintainers.
This reverts commit 1a34f88331 .
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2018-02-07 12:10:46 +01:00 |
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Henrik Rydgård
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eeb061a2ff
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Merge pull request #10584 from hrydgard/use-bundled-libzip
Always use the bundled libzip to avoid compatibility issues.
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2018-02-06 19:59:13 +01:00 |
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Henrik Rydgård
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1a34f88331
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Always use the bundled libzip to avoid compatibility issues. Should fix #10575
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2018-02-06 19:41:00 +01:00 |
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Henrik Rydgård
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a41422afbd
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Merge pull request #10582 from hrydgard/fix-uwp-build
Noticed that the UWP build has been broken for some time, fix it.
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2018-02-05 17:08:13 +01:00 |
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Henrik Rydgård
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3e56d8bbdf
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Noticed that the UWP build has been broken for some time, fix it.
Should probably set up a buildbot if we care about this...
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2018-02-05 16:21:39 +01:00 |
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Henrik Rydgård
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f999830027
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Merge pull request #10580 from hrydgard/gl-render-manager-fixes
GL render manager fixes
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2018-02-04 21:11:57 +01:00 |
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Henrik Rydgård
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d30f1c2019
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Fix another Qt memory leak
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2018-02-04 14:13:47 +01:00 |
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Henrik Rydgård
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903abe8779
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Qt: Prevent some race conditions on shutdown by deleting emugl.
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2018-02-04 13:54:10 +01:00 |
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Henrik Rydgård
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020eb9d86c
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Fix further memory leaks
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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79d1610148
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Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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99386da01e
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Minor cleanups
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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85446d6c51
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Split the SDL graphics contexts into their own files.
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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c16e397fc6
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SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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583c20991f
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Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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1aa5351e34
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Temporarily disable symbols on Qt, crashes strangely.
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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c3629b4a53
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Warning fixes
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2018-02-04 13:42:04 +01:00 |
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Henrik Rydgård
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8438defb24
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Fix some memory leaks
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2018-02-04 13:39:10 +01:00 |
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Henrik Rydgård
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d6e888a39b
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Revert "Simpler way to deal with the GL deleter"
This reverts commit 3a988400a7 .
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2018-02-04 13:09:51 +01:00 |
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Henrik Rydgård
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c21b02a22d
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gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
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2018-01-31 19:36:32 +01:00 |
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Henrik Rydgård
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982a1710ae
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gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
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2018-01-31 17:23:24 +01:00 |
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Henrik Rydgård
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5351c9ddb3
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gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
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2018-01-31 17:07:20 +01:00 |
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Henrik Rydgård
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67b8c4527d
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b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
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2018-01-31 14:29:23 +01:00 |
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Henrik Rydgård
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22e28e218b
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Merge pull request #10411 from hrydgard/gl-render-manager
GL render manager - new faster GL multithreading
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2018-01-31 12:22:07 +01:00 |
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Henrik Rydgård
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98cfaef6ec
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Rough fix for threaded GL for Qt.
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2018-01-31 12:05:18 +01:00 |
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Henrik Rydgård
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3a988400a7
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Simpler way to deal with the GL deleter
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2018-01-30 22:32:16 +01:00 |
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Henrik Rydgård
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56eb2b892f
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Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
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2018-01-30 19:39:53 +01:00 |
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Henrik Rydgård
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26b146a247
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Buildfixes
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2018-01-30 12:28:44 +01:00 |
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Henrik Rydgård
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747d86f4ad
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Merge pull request #10562 from hrydgard/vulkan-alloc-vis
Debug visualization for the Vulkan memory allocator.
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2018-01-30 00:44:51 +01:00 |
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Henrik Rydgård
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ab62587949
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Avoid linking error on MacOSX.
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2018-01-30 00:24:27 +01:00 |
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Henrik Rydgård
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3c8e43de2c
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Include order fix. Darn X11 headers.
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2018-01-29 23:49:55 +01:00 |
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Henrik Rydgård
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c60c8ed68a
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Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
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2018-01-29 19:38:10 +01:00 |
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Henrik Rydgård
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bd2c875c9a
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Fix readback color conversion
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2018-01-28 21:28:16 +01:00 |
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Henrik Rydgård
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19ab367591
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Fix some accidental extra-indentation
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2018-01-28 19:26:42 +01:00 |
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Henrik Rydgård
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6c109abd9e
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Don't crash on missing readback formats.
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2018-01-28 18:00:48 +01:00 |
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Henrik Rydgård
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bd3a681fd3
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Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
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2018-01-28 17:30:33 +01:00 |
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Henrik Rydgård
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7abb8702ce
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Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
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2018-01-28 17:29:27 +01:00 |
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Kentucky Compass
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e7c9afd7bb
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another whitespace fix
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2018-01-27 15:10:17 +01:00 |
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Kentucky Compass
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c5a09de446
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one more whitespace fix
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2018-01-27 15:10:17 +01:00 |
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Kentucky Compass
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d43283239d
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whitespace cleanup
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2018-01-27 15:10:17 +01:00 |
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Kentucky Compass
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49c5880fcc
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disable the iOS thread before shutting down
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2018-01-27 15:10:17 +01:00 |
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Kentucky Compass
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0943cf3fcc
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use GLRenderManager on iOS
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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56a18907dd
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SDL: Oops, only start the emu thread for GLES.
Probably would've caused issues (at least weird vsync) for Vulkan.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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062566b67c
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Core: Set thread names when possible.
This doesn't seem to be working for lldb, though.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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95bcda409d
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GLES: Fix segfault on GL 2.x.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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59904c316b
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SDL: Allow running GL on thread.
Tested on a Mac.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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0399088fc7
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GLES: Handle glGetString() on GL thread.
We only use a few strings, so should be fine to cache them.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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22f65500f1
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GPU: Fix shader blending recopying.
This at least didn't look horrible like GLEs did, but still looked
odd in Lunar.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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e280cbbc3c
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GLES: Correct shader blending.
Lunar's spell effects were blending completely wrong, and are a good
example of shader blending. This fixes them.
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2018-01-27 15:10:17 +01:00 |
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