1fa81f24d3
VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
...
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00
c85e0a2586
FramebufferManagerBase: Return a std::pair from GetTargetSize
...
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
abf9bb170b
TextureCache: Drop unused parameter in backend API.
2016-12-26 22:10:32 +01:00
04f319066d
TextureCache: Extract BP enum check to VideoCommon.
...
We have TOO many video backends.
2016-12-26 22:10:21 +01:00
58a5395173
TextureCacheBase: Eliminate static state
2016-12-09 16:50:37 -05:00
a0a62c0f46
VideoConfig: Add option for full-resolution frame dumping
2016-11-28 20:14:59 +10:00
c9e6b05ce9
Core: Remove double newlines at the end of *_LOG messages.
2016-11-02 02:09:33 +00:00
9f264c0872
AVIDump: Move CoreTiming into caller.
2016-10-10 12:03:18 +02:00
64927a2f81
Renderer: Merge screenshot logic into VideoCommon.
2016-10-08 19:38:57 +02:00
829fc8f0ad
PixelShaderGen: Drop dstAlphaMode constant in shader generation.
...
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
86112c7258
VideoCommon: Minor changes
...
Make Renderer::GetMaxTextureSize return u32 instead of int.
2016-10-03 06:51:46 -07:00
a8194cff3c
VideoNull: Set all fields in backend_info
...
A few of these were missing, which could cause the adapter list to remain
visible after switching to null, for example.
2016-10-01 02:40:03 +10:00
828aac7890
VideoBackends: Make TextureCache::CompileShaders return a bool
2016-10-01 01:09:12 +10:00
5346078791
VideoCommon: Add config fields for multithreading and validation layers
2016-10-01 01:09:12 +10:00
ab28ef5cff
FramebufferManager: Add missing header guard
2016-09-23 13:55:51 -04:00
2bf05a544d
VertexManager: Correct variable naming scheme
...
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
14e0b48ae4
VideoCommon: Make API_TYPE an enum class
...
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
d79aeaa1e9
VideoCommon: Drop GetConfigName.
...
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
5f2f462067
VideoBackends: Merge ShowConfig functions.
2016-06-26 12:34:59 +02:00
7833ff25df
VideoBackends: Merge Initialize and Shutdown functions.
2016-06-26 12:34:59 +02:00
ee9e3432cb
Merge pull request #3513 from phire/make_hdkr_happy
...
Get shadergen ready for Multithreadded generation of shaders.
2016-06-26 21:55:22 +12:00
fe73ae8526
Add missing override
2016-06-26 00:49:50 -04:00
ebe5fd0b36
Multithreadded Shadergen: Minor fixups.
2016-06-26 16:13:22 +12:00
95469ec225
Remove UID Checker.
...
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
24e5d21780
Multithreadded Shadergen: Second pass over Pixel Shadergen.
...
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
1a831cfc7d
Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
...
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
28c7113e41
Multithreadded Shadergen: Second Pass over geometery Shadergen
2016-06-26 16:13:21 +12:00
fdbda7b7dd
Null: Create Visual Studio project file.
...
Why is this so stupid on linux.....
2016-06-25 22:40:23 +02:00
59e4882af3
nullvideo: initial release of null video backend
2016-06-25 22:40:23 +02:00