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
Jack Andersen
b918c0c4f8
Update logvisor
2019-09-30 21:22:37 -10:00
Jack Andersen
c642bccf03
Merge branch 'master' of ssh://git.axiodl.com:6431/AxioDL/boo
2019-08-31 10:34:11 -10:00
Jack Andersen
804ee871f4
MacOS build fixes
2019-08-31 10:12:12 -10:00
Phillip Stephens
6648f9f17c
Merge pull request #29 from lioncash/gl
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GL: Use std::array where applicable
2019-08-24 17:32:49 -07:00
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
ab65983750
GL: std::move vertex and fragment instances in SetupGammaResources()
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Avoids an atomic reference count increment and decrement.
2019-08-24 20:16:04 -04:00
Lioncash
c0c353f56b
GL: Avoid casting away const
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Resolves some -Wcast-qual warnings.
2019-08-24 20:13:57 -04:00
Lioncash
63c89a0bbf
GL: Use return value of emplace_back()
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emplace_back() returns a reference to the emplaced element, so we can
just make use of it instead of repeatedly querying back().
2019-08-24 20:07:49 -04:00
Lioncash
e3b44edd51
GL: Use std::array where applicable
2019-08-24 19:53:23 -04:00
Lioncash
07835b58fb
GL: Make const char* pointers arrays
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Same behavior, but only stores the string data within the executable as
opposed to the data and a pointer to it. Also makes for less reading.
2019-08-24 19:02:13 -04:00
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
78ce16aa9f
General: Make use of nullptr where applicable
2019-08-16 18:27:23 -07:00
Lioncash
80c1103b44
General: Make member functions const where applicable
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These functions don't modify instance state, so they can be marked
const.
2019-08-16 18:27:23 -07:00
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
ae5d7e5131
Add support for debug groups in OpenGL and Vulkan
2019-07-20 22:41:07 -10:00
Jack Andersen
deefc8e995
Massive fmtlib refactor
2019-07-19 18:22:36 -10:00
Jack Andersen
b2bf7549f5
Use Vulkan API version 1.1
2019-07-06 22:20:41 -10:00
Phillip Stephens
56439646b2
Proper macOS fixes >.<
2019-06-30 21:02:19 -07:00
Phillip Stephens
8523fcbb78
Actually fix Metal compiling
2019-06-30 20:40:03 -07:00
Phillip Stephens
35732d33f5
Fix macOS and Windows builds
2019-06-30 20:13:12 -07:00
Jack Andersen
8a181b96ce
Add areShadersReady poll function
2019-06-20 20:01:27 -10:00
Jack Andersen
e0674ff957
Made two variables atomic to be safe
2019-06-15 21:12:50 -10:00
Jack Andersen
7eda81e55e
Initial support for asyncronous shader pipeline compilation
2019-06-15 20:24:28 -10:00
Jack Andersen
29a67b9ea8
Inhibit screensaver using dbus or xdg-screensaver
2019-06-11 15:55:58 -10:00
Jack Andersen
99519d3882
Cubemap support for metal
2019-06-02 21:51:03 -10:00
Jack Andersen
18bb6e7439
Cubemap support for D3D11
2019-05-31 23:27:11 -10:00
Jack Andersen
18faf55750
Add support for cubemap textures in GL and Vulkan
2019-05-31 17:39:55 -10:00
Jack Andersen
22cb5bb0a8
Compile warning fix
2019-05-10 13:07:33 -10:00
Jack Andersen
b340a8a42e
Raise max texture count to 12
2019-05-09 18:07:13 -10:00
Jack Andersen
0f330c1f05
Add support for MemorySanitizer instrumentation
2019-04-06 18:53:41 -10:00
Jack Andersen
c1d3d040bf
Add True and False tests for bitwise enums
2019-04-02 18:28:39 -10:00
Jack Andersen
21f9fcf914
Ensure GL doesn't leak VAOs
2019-03-04 22:33:30 -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
3e1da36f39
Ensure previous pipeline state is rebound on metal after copying render texture
2019-02-03 15:37:19 -10:00
Jack Andersen
2135f4e4dc
Reformat Objective-C code with new style
2019-02-03 14:00:12 -10:00
Jack Andersen
058ea23a00
New code style refactor
2018-12-07 19:17:51 -10:00
Jack Andersen
54676aff91
early return case for setClampMode
2018-11-07 14:52:25 -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