Luke Street
d13fbda0c0
Add baseVertex to drawIndexed; add ESpecialKey::Tab
2021-05-24 17:24:02 -04:00
Jack Andersen
c36895a109
Update fmtlib
2020-04-11 12:46:05 -10:00
Luke Street
217031ebb9
Add DXT5/BPTC (BC3/BC7) texture formats
2020-02-27 03:59:41 -05:00
Jcw87
6570764cdf
Fix D3D11 crash.
2020-02-15 12:37:25 -08:00
Phillip Stephens
6a62f96ea8
Merge pull request #28 from lioncash/array
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D3D11: Make use of std::array where applicable
2019-08-24 17:32:04 -07:00
Lioncash
8642d71e89
D3D11: Convert const char* pointers to arrays
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Reduces binary size a little, as only the string data will be stored in
the executable and not a pointer to accompany it as well.
A trivial change that's essentially "free".
2019-08-24 18:58:50 -04:00
Lioncash
4605581d6f
D3D11: Invert conditional within setViewport()
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Performs the same thing as the previous change, but applies it to
setViewport() instead. This also allows unindenting all code within the
function by one level.
2019-08-24 18:55:56 -04:00
Lioncash
532e58414c
D3D11: Invert conditional within setScissor()
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Turns the condition into a guard clause, which allows unindenting all of
the code within the function by one level.
2019-08-24 18:55:56 -04:00
Lioncash
f5afb028de
D3D11: Resolve variable shadowing within setScissor()
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We can simply remove the outer-most variable, since it's not used
anywhere.
2019-08-24 18:55:56 -04:00
Lioncash
4521acd30f
D3D11: Make use of std::array where applicable
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Makes the arrays strongly-typed and enforces explicit array->pointer
decay. It also allows querying the array size, which can allow us to
easily dehardcode magic values within code.
2019-08-24 18:55:50 -04:00
Lioncash
f1ad7e5ef0
General: Correct fmt specifiers
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Corrects a few fmt calls to use fmt's specifiers. This also converts
instances of printf over to fmt::print
2019-08-24 17:12:49 -04:00
Lioncash
baff71cdc3
General: Tidy up includes
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Alphabetizes includes and resolves quite a few instances of indirect
inclusions, making the requirements of several interfaces explicit. This
also trims out includes that aren't actually necessary (likely due to
changes in the API over time).
2019-08-19 21:02:56 -04:00
Lioncash
84f62a0f2c
BooObject: Remove destructorLock()
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Now that we have the fencing and atomic operations in place to ensure
access to data on other threads will always occur before the use of
delete, we can remove the destructor lock. This will be useful for
making ObjToken's move assignment operator noexcept.
2019-08-17 14:12:23 -04:00
Lioncash
d4cd2b4dce
General: Make use of override where applicable
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Continues the override modernizations, but now targeting boo.
2019-08-12 22:44:45 -04:00
Jack Andersen
af50bc0bc2
Windows build fixes
2019-07-27 15:19:25 -10:00
Jack Andersen
deefc8e995
Massive fmtlib refactor
2019-07-19 18:22:36 -10:00
Phillip Stephens
35732d33f5
Fix macOS and Windows builds
2019-06-30 20:13:12 -07:00
Jack Andersen
18bb6e7439
Cubemap support for D3D11
2019-05-31 23:27:11 -10:00
Jack Andersen
b340a8a42e
Raise max texture count to 12
2019-05-09 18:07:13 -10:00
Jack Andersen
8b0927ead0
Fix D3D DXT3 loading
2019-03-03 13:03:01 -10:00
Jack Andersen
af50240143
Add DXT3 texture format
2019-03-02 20:16:12 -10:00
Jack Andersen
058ea23a00
New code style refactor
2018-12-07 19:17:51 -10:00
Jack Andersen
b6d40fde97
Add startInst argument to drawInstanced
2018-11-04 21:24:38 -10:00
Jack Andersen
3b4d7abae6
D3D11 Compile fix
2018-10-21 22:12:44 -10:00
Jack Andersen
7d1be415c6
Fix tessellation pipeline setup
2018-10-16 17:26:07 -10:00
Jack Andersen
592ffa1372
Windows sync for API changes
2018-10-14 09:59:19 -10:00
Jack Andersen
c29d837ab5
Huge shader infrastructure refactor
2018-10-06 16:49:22 -10:00
Jack Andersen
abbd3167b2
Implement Metal tessellation shaders
2018-06-11 15:13:34 -10:00
Jack Andersen
2a45cf90d8
Implement tessellation shaders for D3D11
2018-06-07 14:42:43 -10:00
Jack Andersen
84df8af28c
Windows build fixes and cleanups
2018-05-24 20:30:42 -10:00
Jack Andersen
4580196f6d
Fix setWindowFrameDefault() for windows
2018-02-06 15:37:25 -10:00
Jack Andersen
cff495550e
Windows compile fix
2018-02-04 21:03:54 -10:00
Jack Andersen
1e5e26ced8
Merge branch 'master' of ssh://gitlab.axiodl.com:6431/AxioDL/boo
2018-02-04 20:54:17 -10:00
Jack Andersen
edd26fc65b
Add shader mode for constant alpha overwrite
2018-02-04 20:52:54 -10:00
Jack Andersen
a2c3e14d8e
Add nearest-neighbor samplers for remaining backends
2018-02-02 17:05:53 -10:00
Jack Andersen
c314730d51
Fix subtract blending mode
2018-01-29 21:49:00 -10:00
Jack Andersen
93c787dcd4
Gamma correction for Vulkan, D3D, OpenGL
2018-01-21 12:01:52 -10:00
Jack Andersen
2df85e8f8b
More fixes
2018-01-19 19:50:01 -10:00
Jack Andersen
337c276ccb
WTF
2018-01-19 17:02:29 -10:00
Jack Andersen
4257fc0b10
MSAA and Anisotropic filtering variables
2018-01-09 20:15:18 -10:00
Jack Andersen
db82ba674b
Add clearDepth parameter to resolveBindTexture()
2018-01-05 20:49:54 -10:00
Jack Andersen
f228f23661
UWP support
2017-12-05 17:20:59 -10:00
Jack Andersen
a99bddc905
ClampToEdge mode for textures; cocoa termination exception fix
2017-11-16 22:55:51 -10:00
Jack Andersen
4b064a58f2
Make D3D depth range consistent with OpenGL and Vulkan
2017-11-14 21:25:28 -10:00
Jack Andersen
1a2fc1d2a3
IObj destructor race condition fix
2017-11-07 21:33:10 -10:00
Jack Andersen
6c3a35f15d
Finish object tracker for remaining platforms
2017-11-05 20:53:54 -10:00
Jack Andersen
d1b980b529
Windows fixes; experimental UWP framework (not working)
2017-10-23 17:09:50 -10:00
Jack Andersen
55d1a5bc93
Windows compile fixes
2017-09-30 19:31:29 -10:00
Jack Andersen
2a49a8d447
Add texture clamp mode
2017-09-30 18:23:28 -10:00
Jack Andersen
dd6e53119a
Add subtractive blending mode to backends
2017-09-04 16:59:41 -10:00