1151a1238f
D3D11: Use ComPtr smart pointer where possible
2019-03-29 19:52:38 +10:00
3d8014beb5
D3D11: Use D3DCommon where appropriate
2019-03-29 19:52:38 +10:00
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00
1ddc4c5568
D3D: Make NativeVertexFormat thread safe
2018-03-10 15:56:24 +10:00
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
64de8a9d0b
D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-02 14:45:14 -04:00
25338c53e0
NativeVertexFormat: Drop unused virtual method SetupVertexPointers
2017-07-30 17:43:59 +10:00
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
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
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
932dd14418
NativeVertexFormat: Add missing override specifier
2016-02-15 23:41:20 -05:00
69c82f32ff
NativeVertexFormat: Use in-class initialization
2016-02-15 23:40:34 -05:00
fc00598785
NativeVertexFormat: Inline Initialize in contructor
...
They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
5510c86b81
Move Zfreeze code out individual backends into videoCommon
...
Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
2015-01-24 03:22:27 +13:00
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
6e9226650d
D3D: Implemented context state caching
...
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
76d7c1eb9c
D3DBackend: Don't recompute ID3D11Layout.
...
CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
2014-04-11 13:13:01 -07:00
d802d39281
clang-modernize -use-nullptr
...
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
a65162f1cd
PortableVertexFormat: use AttributeFormat for posmtx attribute format
2014-01-31 07:19:34 +01:00
6c59b691b0
PortableVertexFormat: use AttributeFormat for texcoord attribute format
2014-01-31 07:19:34 +01:00
ef2d6e7d53
PortableVertexFormat: use AttributeFormat for color attribute format
2014-01-31 07:19:34 +01:00
b38ef39ab7
PortableVertexFormat: use AttributeFormat for normal attribute format
2014-01-31 07:19:34 +01:00
210f4f3e55
PortableVertexFormat: add a struct which hold all needed information for every vertex and use this for position
...
atm, position attribute is hardcoded both in VertexLoader and in backends.
v2: fix coding style + cleanup lookup table
2014-01-31 07:19:25 +01:00
02d1d8e6a0
NativeVertexFormat: swap unsigned / signed formats to match GX order
2014-01-30 11:12:10 +01:00
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00