f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
e4b205c769
Decouple XFB scanout from presentation
2019-01-25 11:15:57 +10:00
c9c0b85056
VideoBackends: Store a backbuffer 'scale'
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This is a scaling factor, used for hi-dpi configurations.
2019-01-25 11:15:57 +10:00
63dd91628d
Remove old RasterFont classes
2019-01-25 11:15:57 +10:00
600d1fc0bc
Renderer: Use imgui for drawing debug text and OSD
2019-01-25 11:15:57 +10:00
d1868d9475
RenderBase: Implement imgui rendering
2019-01-25 11:10:49 +10:00
7afd5cc2fb
Use main buffers for utility draws
2018-12-04 17:37:25 +10:00
b409a87d1a
D3D: Clamp viewport to current framebuffer dimensions, not target
2018-12-04 17:36:08 +10:00
2644e920cc
Renderer: Add backbuffer format to base class
2018-12-04 17:36:08 +10:00
1d827a5223
Renderer: Pull dimensions from GLInterface/Swapchain
2018-10-20 21:11:34 +10:00
a3961750a7
Drop Host_GetRenderSurface and pass display to backend
2018-10-20 21:11:34 +10:00
7a745e5b0d
D3D: Drop gamma parameter from util draw helper
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No longer needed as we perform gamma correction during the XFB copy.
2018-05-02 21:58:56 +10:00
9e798eec94
Implement EFB copy filter and gamma in hardware backends
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00
75f5fcdfee
Assert: Remove unused parameter from DEBUG_ASSERT
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This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
bfb4709c80
AbstractPipeline: Allow setting pipeline to null
2018-03-10 15:56:18 +10:00
4c24a69710
VideoCommon: Add support for Abstract Framebuffers
2018-03-02 20:20:48 +10:00
887e3830ba
VideoBackends: Restore the framebuffer as part of the API state
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It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
31111ef143
D3D: Remove state stack from tracker, set explicitly instead
2018-02-22 19:40:55 +10:00
de632fc9c8
Renderer: Handle resize events on-demand instead of polling
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We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
2018-02-20 01:15:55 +10:00
c1b39ecc58
BPFunctions: Move upscaling of scissor rect to VideoCommon
2018-02-20 00:49:32 +10:00
5359396099
BPFunctions: Move GX viewport conversion to VideoCommon
2018-02-20 00:49:32 +10:00
fe5150cc31
Merge pull request #6303 from TraceBullet/auto-adjust-window-size
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Fix Auto-Adjust Window Size option making the window too large
2018-01-29 17:28:44 +10:00
ab6f932347
Fix Auto-Adjust Window Size option making the window too large
2018-01-26 10:47:19 -05:00
38e0b6e2ab
AbstractTexture: Move Bind() method to Renderer
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This makes state tracking simpler, and enables easier porting to command
lists later on.
2018-01-22 13:22:09 +10:00
f43d85921d
VideoBackends: Add AbstractStagingTexture class
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Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
49a9c33bd7
VideoCommon: Move abstract texture creation function to Renderer
2017-11-22 18:47:04 +10:00
5860c97144
D3D: Move device release from Renderer destructor to shutdown
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Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
c5a89b6483
D3D: Remove BeginFrame/EndFrame
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These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
d9400f708a
D3D: Move remaining static variables from Render.cpp to Renderer class
2017-11-22 18:47:04 +10:00
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
01a92af014
D3DUtil: Make file-scope variables internally linked where applicable
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All file scope variables are able to be made internally linked.
CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00
80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
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VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
364eaadfe5
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
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Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
5337e58284
VideoConfig: Make StereoMode an enum class
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
7248dd47d5
Hybrid XFB: Fix lint errors
2017-11-17 22:11:32 -06:00
4964fc87ae
Video Backends: Remove the right of the xfb region for games where the
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VI stride does not match the VI width
2017-11-17 22:11:32 -06:00
53684701fa
HybridXFB: Fix lint errors
2017-11-17 22:11:31 -06:00
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
198d3b69b4
Add ability to dump xfb copies to texture for debugging purposes
2017-11-17 22:11:28 -06:00
a9f0d1783b
Support frame and video dumping from VideoCommon
2017-11-17 22:11:23 -06:00
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
90051536bf
D3D: Support logic op through integer render target view
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This brings D3D to parity with OpenGL and Vulkan.
2017-09-04 10:07:36 +10:00
3dd675e613
Renderer: Change SetBlendState to accept a BlendingState
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This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
2017-09-03 14:14:54 +10:00
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00