Commit Graph

90 Commits

Author SHA1 Message Date
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 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
Jack Andersen dd6e53119a Add subtractive blending mode to backends 2017-09-04 16:59:41 -10:00
Jack Andersen 18cbfd2865 Add GEqual Z-test option for pipeline backends 2017-09-02 19:52:53 -10:00
Jack Andersen 5f903c09ee Windows sync 2017-03-17 13:31:51 -10:00
Jack Andersen 05c26a535b OpenGL and metal rendering interface upgrades 2017-03-13 21:02:53 -10:00
Jack Andersen ca20aea834 Add front-face culling support 2017-03-10 10:38:00 -10:00
Jack Andersen a547eb9dbb Runtime shader cache fixes 2017-03-05 12:59:58 -10:00
Jack Andersen ed8cc3a57b Conform D3D and Vulkan backends 2017-01-28 21:26:42 -10:00
Jack Andersen d6b54a3718 D3D11 dynamic texture load fix 2017-01-21 23:04:37 -10:00
Jack Andersen 594d590a55 D3D and Vulkan sync 2017-01-20 14:19:18 -10:00
Jack Andersen ee9f3efe61 Hold shader data bindings through to rendering worker 2017-01-19 17:52:40 -10:00