Commit Graph

100 Commits

Author SHA1 Message Date
Luke Street 4265e9d801 Use UTF-8 exclusively internally; update logvisor 2021-06-28 18:57:39 -04:00
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
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
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()
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()
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()
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
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
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
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()
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
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