Commit Graph

19 Commits

Author SHA1 Message Date
Lioncash d7834bd6b4 D3D12: Migrate logging over to fmt
Migrates the logging over to the fmt-capable logger.
2020-11-09 02:59:51 -05:00
Shawn Hoffman 938fd4e438 use constexpr for some compile-time expressions 2020-08-23 13:57:05 -07:00
Stenzek 07c43b192f D3D12: Call VertexManagerBase initialize 2019-12-09 19:16:04 +10:00
Lioncash 10f7674651 VideoCommon/IndexGenerator: Eliminate static state
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
2019-12-05 10:49:32 -05:00
Lioncash d4337eebde VideoCommon/Statistics: Rename stats global to g_stats
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
2019-07-10 23:34:54 -04:00
Lioncash a99c7d01e1 VideoCommon/Statistics: Normalize statistic variable names
Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
2019-07-10 23:19:10 -04:00
Stenzek 113bd60fe7 Implement D3D12 backend 2019-04-01 11:24:55 +10:00
Helios747 a465c483f3 Remove D3D12 2017-05-18 17:01:12 -07:00
Lioncash 70cf774a5c RenderBase: Forward declare EFBAccessType 2017-01-23 12:41:26 -05:00
degasus 41b0c74e30 VideoCommon: Make dst_alpha state implicit. 2017-01-04 20:02:31 +01:00
Lioncash 2bf05a544d VertexManager: Correct variable naming scheme
Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Stenzek 4269abdc3e D3D12: Implement perf query support 2016-05-08 23:18:57 +10:00
Stenzek acfa93372e D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
2016-05-08 12:08:25 +10:00
Stenzek ac1cd8279b D3D12: Implement GPU-based bounding box 2016-05-08 12:08:25 +10:00
Stenzek 32599559db D3D12: Use helper method for binding EFB render targets 2016-05-08 12:08:25 +10:00
Lioncash 6b08194728 D3D12: Get rid of safe deletion macros
Anything these macros provided can be obsoleted by using
the correct standard library types.
2016-02-16 02:09:06 -05:00
Lioncash 626fcf4c15 D3DStreamBuffer: Use size_t within the class interface
A few StreamBuffer instances take arguments that are actually size_t,
and this will cause truncation warnings during argument forwarding
with make_unique.
2016-02-16 02:08:52 -05:00
hdcmeta 8cc686b360 D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00