5d571b068f
VideoBackends: rework d3d11 to specify samplers/bound textures using a bitset with a constant size, instead of hardcoding each individual enumeration value
2023-02-24 11:32:48 -06:00
af313f8419
VideoCommon: add constant value to set the allowed maximum number of pixel samplers
2023-02-10 00:46:11 -06:00
d0c6b6c9ed
VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration
2023-02-09 02:13:53 -06:00
ccf92a3e56
Merge pull request #11522 from phire/KillRendererWithFire
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Kill Renderer (with phire)
2023-02-09 19:59:16 +13:00
60f2b5af7b
Apply suggestions from code review
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Co-authored-by: Mai <mathew1800@gmail.com >
Co-authored-by: BhaaL <bhaalsen@gmail.com >
Co-authored-by: iwubcode <iwubcode@users.noreply.github.com >
2023-02-09 18:36:20 +13:00
4422af1272
Cleanup headers
2023-02-09 18:36:20 +13:00
31cfe8250d
Lint fixes
2023-02-09 18:36:20 +13:00
11de923dcb
Move xfb tracking and IR scaling out of RenderBase
2023-02-09 18:36:20 +13:00
3ae78b8e76
Also use events for config changed
2023-01-31 19:41:24 +13:00
5a2d119bda
Implement AbstractGfx for Dx11
2023-01-31 19:41:24 +13:00
0d4537d60f
Move Presenting, Dumping and ImGui out of Renderer
2023-01-31 18:45:21 +13:00
606c18210d
TextureCache: Refactor with smart pointers
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The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
2023-01-31 18:29:47 +13:00
7bea39b39e
VideoBackends: add a way to load data into a specific level AND layer, default to layer 0
2023-01-27 18:46:53 -06:00
cb0a603c72
VideoCommon: De-globalize GeometryShaderManager class.
2022-12-29 15:33:19 +01:00
50625728e0
VideoCommon: De-globalize VertexShaderManager class.
2022-12-28 15:52:29 +01:00
725bd64ec2
VideoCommon: De-globalize PixelShaderManager class.
2022-12-27 20:13:24 +01:00
43366d2384
Merge pull request #11351 from JosJuice/bitset-cpp20
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Common: Use C++20 <bit> header in BitSet.h
2022-12-20 15:02:38 +00:00
fb8aa9744e
Merge pull request #11286 from K0bin/vk-query-fix
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VideoBackends: Query fixes and cleanups
2022-12-19 03:15:48 -05:00
547d956278
Common: Use C++20 <bit> header in BitSet.h
2022-12-18 16:51:32 +01:00
35a6d16d9e
VideoBackends: Rename query_type to query_group
2022-11-29 23:14:23 +01:00
f5d11c1e38
VideoBackends/D3D11: Simplify vertex attribute code
2022-11-23 13:45:43 -08:00
cc5640245c
Fix build errors related to formatting non-scoped enums
2022-11-23 13:45:43 -08:00
4c629c2bee
VideoCommon: Add dynamic vertex loader to ubershaders
2022-09-19 16:28:23 -05:00
6ee0248eab
VideoBackends:Metal: MSAA support
2022-07-21 20:44:19 -05:00
716c0980d7
VideoBackends: Add Metal renderer
2022-07-21 20:44:19 -05:00
0eb9352579
D3D: update BoundingBox to match generated shader code
2022-06-24 18:09:53 -05:00
5dd2704416
D3D / VideoCommon: generate HLSL from SPIRV
2022-06-24 18:09:53 -05:00
580c721c82
cmake: Don't use PCH with Qt6.
2022-05-22 01:19:44 +02:00
c0488de482
Merge pull request #10251 from Pokechu22/negative-scissor
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Rework scissor handling
2022-04-24 15:00:42 -04:00
04fdadd9d5
VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal
2022-04-22 16:54:36 -07:00
4595b89ad8
VideoCommon: Remove bSupportsOversizedViewports
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I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
2022-04-16 10:26:11 -07:00
4d1e6ff76a
Merge pull request #10422 from OatmealDome/opengl-shader-crash
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VideoConfig: Add flag for whether the system supports setting object names
2022-01-31 01:25:46 -05:00
73d957f65c
D3DMain: Assume support for setting object names
2022-01-31 01:17:40 -05:00
78e43a4404
Make all custom fmt::formatter's format functions const
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fmt 8.0.0 requires this.
2022-01-13 11:11:08 -08:00
23cdb5c576
VideoBackends/D3D11: Include HRESULT in error messages
2022-01-09 12:44:15 -08:00
82acfa6a46
VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG
2022-01-09 12:44:13 -08:00
161c627466
Treewide: Remove unused inclusions of <cinttypes>
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Most of these became unneeded when fmt was introduced.
2022-01-09 12:43:11 -08:00
08396c56e5
VideoConfig: Add bool for sampler LOD bias support
2021-12-25 15:16:27 -05:00
27cb704466
Eliminate VarType for ComponentFormat
2021-12-18 15:21:48 -08:00
2025763420
Treewide: Adjust order of includes
2021-12-10 14:49:57 -08:00
1adff1c467
VideoCommon: Skip textureQueryLevels if it doesn't exist
2021-11-17 21:28:39 -08:00
51e3334526
VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible
2021-11-17 20:04:34 -08:00
4a9b26de86
VideoCommon: Expose SamplerState to shaders
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
78bfd25964
Fix all uninitialized variable warnings (C26495)
2021-10-13 12:32:16 -07:00
1161af8059
VideoCommon: Abstract bounding box
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This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
1f2f505373
VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc
2021-08-30 13:47:48 -05:00
e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
2f1b639f0a
VideoCommon: Restore BBox* forwarding functions
2021-05-31 18:01:47 -04:00
a24e78b3cf
VideoCommon: Remove BBox* forwarding functions
2021-05-29 01:45:21 -04:00
0c11dca121
VideoBackends/D3D: Cache bounding box values between reads
2021-05-28 19:30:46 +10:00