Sam Edwards
7790f8429d
general: Fully qualify header references into the std namespace
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Closes #341
2018-06-07 10:35:12 +02:00
rdb
9fad3dba60
general: remove macros for compatibility with non-C++11 compilers
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Now that we require MSVC 2015, we no longer need all this nonsense, so we can write cleaner code.
2018-05-23 23:33:05 +02:00
rdb
2e20a0f16e
Implement awaitable thread-safe future for async operations
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This introduces AsyncFuture as a new base class of AsyncTask. It's modelled after asyncio's Future class, except that it is thread-safe and you can use result() to block the current thread waiting for the future to finish (of course this is not necessary for use with coroutines).
AsyncFuture should be used for any operation that finishes in the future, to get the benefit of awaitability within coroutines as well as a standard interface for querying status and results of the operation as well as cancelling it. As such, it's been implemented in various places, including texture.prepare() and win.trigger_copy().
Note that AsyncFuture is intended to be used *once*; it cannot be used more than once. As an example of how this works, tex.prepare() will return the same future as long as the prepare isn't complete, but when it is done, subsequent calls to tex.prepare() will return a new future.
2017-12-04 22:25:28 +01:00
rdb
34068dc0c1
Implement support for SSBOs
2016-12-13 21:22:17 +01:00
tobspr
0fcfb8e372
New file headers, new comment style
2016-02-17 17:47:48 +01:00
rdb
95d85819b0
Separate out sampler state from texture, support sampler objects, support LOD min/max/bias
2014-12-12 15:58:45 +01:00
David Rose
6872488839
stereo/multiview textures
2011-08-08 18:55:26 +00:00
David Rose
a21091c9dc
graphics_memory_limit_changed
2009-02-10 20:40:37 +00:00
David Rose
684810cbdd
AdaptiveLru
2008-09-04 21:26:38 +00:00
David Rose
a8ec068c05
graphics-memory-limit
2008-08-29 23:03:53 +00:00
David Rose
d7e6603118
work-in-progress: asynchronous texture loads
2008-08-13 01:13:09 +00:00
David Rose
fb9c56432a
we are now using the modified BSD license
2008-05-28 18:37:20 +00:00
Josh Yelon
d8e6dc13a3
Modifications to eliminate class ShaderExpansion
2007-12-13 20:56:29 +00:00
David Rose
923ff60d9f
temp hack fix for released-buffer-cache-size on dx8/9
2007-10-23 00:38:12 +00:00
David Rose
be8b867498
released-vbuffer-cache
2007-10-19 15:37:19 +00:00
Zachary Pavlov
220d33e006
okay, this is going to be a big commit. The basic idea here is to add transparent defines to allow for directory based dlls later. This will let us build tau again. ugggg
2007-07-20 23:02:51 +00:00
David Rose
7905e4d69a
convenience methods
2007-05-11 01:17:36 +00:00
David Rose
d1a06d8f02
correctly release gsg on window close
2007-04-26 00:44:20 +00:00
David Rose
ddd1046462
factor out Thread::get_current_thread() some more
2006-04-26 07:31:23 +00:00
David Rose
83a6c42496
better pstats tracking of texture/vbuffer memory
2006-03-16 21:26:56 +00:00
David Rose
08a099ba3a
use ReMutex
2006-01-18 23:55:42 +00:00
Josh Yelon
2095d8c44f
New shader system
2005-09-25 04:06:31 +00:00
Josh Yelon
f7ee3b5729
New shader system
2005-09-04 19:49:55 +00:00
David Rose
bc0d509090
bam 5.0, new Geom implementation is now official
2005-06-30 17:42:21 +00:00
David Rose
296721f061
simply & pandify dx8gsg some; rework gsg's external_transform and internal_transform
2005-05-26 00:09:52 +00:00
David Rose
c83feafc70
more robust pstats for qpgeom stuff
2005-04-16 19:59:21 +00:00
David Rose
500f17c091
robustify collect_vertex_data some more
2005-04-14 03:54:10 +00:00
David Rose
dbed74e410
ibuffers as well as vbuffers
2005-03-18 20:18:57 +00:00
David Rose
0edc10b609
beginning dx8 vbuffer support
2005-03-18 15:47:58 +00:00
David Rose
85b019feda
vertex buffers?
2005-03-18 03:32:08 +00:00
David Rose
dbb24d9cc9
phash_map, etc.
2004-10-02 05:07:16 +00:00
David Rose
50f7d0bce7
restore GeomContexts and display lists
2004-03-20 02:09:49 +00:00
David Rose
25a44c9b26
tweak comment
2004-02-25 19:53:33 +00:00
David Rose
232f9395bf
split out PreparedGraphicsObjects from GraphicsStateGuardians
2004-02-25 19:34:30 +00:00