jackun
73da29d4ad
Try to init spdlog a bit earlier
3 years ago
jackun
8e21b52acf
Make `get_device_name` return GPU name
3 years ago
jackun
e555a942fb
Use single IO stats instance
3 years ago
FlightlessMango
9758d2a286
Try to get correct amd gpu when multiple
3 years ago
FlightlessMango
5fee3bc5e3
Change _params to pointer
3 years ago
jackun
6584f23a6c
Use `ghc::filesystem` to iterate over /proc/self/map_files
3 years ago
FlightlessMango
3ac7772a55
Add universal param
3 years ago
jackun
9df9df0f4f
Fix some tangling printfs
3 years ago
jackun
866fd8bc24
Add per process memory usage (`procmem` etc)
3 years ago
jackun
a82e27d978
Use spdlog macros so logging can be completely disabled during compile-time
3 years ago
jackun
2f807a4c0d
Add `spdlog` wrap and logging
3 years ago
jackun
b6dab97d08
[OpenGL] Some code clean-ups
3 years ago
Lukáš Horáček
213953089d
Detect ToGL
3 years ago
Lukáš Horáček
f1eae93253
Use map_files instead of lsof for wined3d detection
3 years ago
jackun
750d2cddb5
Make engine type per instance
3 years ago
Alessandro Toia
570bef468b
Cosmetic changes to engine detection
3 years ago
FlightlessMango
5330573c8c
don't rely on std in engine detection
3 years ago
FlightlessMango
2e5fc31711
use vulkan to determine if zink
3 years ago
Alessandro Toia
d556e8e357
Improve Zink detection
3 years ago
jackun
765024227c
[OpenGL] Framerate limit in eglSwapBuffers
4 years ago
Alessandro Toia
ddfcb01c30
Add detection of Zink
4 years ago
jackun
0f6ead57d7
[OpenGL] Bind framebuffer for all GL ES versions
4 years ago
jackun
e62d6e3337
[OpenGL] Save/restore last GL_DRAW_FRAMEBUFFER if using `gl_bind_framebuffer`
4 years ago
jackun
afa50a17c4
[OpenGL] Add gl_size_query, gl_bind_framebuffer, gl_dont_flip options for workarounds
...
`gl_size_query = viewport` - specify what to use for getting display size. Options are "viewport", "scissorbox" or disabled. Defaults to using glXQueryDrawable.
`gl_bind_framebuffer = 0` - (re)bind given framebuffer before MangoHud gets drawn. Helps with Crusader Kings 3.
`gl_dont_flip = 1` - don't swap origin if using GL_UPPER_LEFT. Helps with Ryujinx.
4 years ago
jackun
30cdc912a8
Rework blending equation to preserve alpha in output buffer
...
bda12e5fdd
4 years ago
jackun
118c54072f
[OpenGL] Disable primitive restart
4 years ago
jackun
8e7564ab1a
[OpenGL] Disable stencil test
4 years ago
jackun
bdd87f5eff
Use SetTexID instead
4 years ago
jackun
76b571bc11
[OpenGL] Fix glClipControl(GL_UPPER_LEFT) rendering
4 years ago
jackun
3e77dd6e0b
[OpenGL] Add eglSwapBuffers to hook list
4 years ago
jackun
6769ae96fa
[OpenGL] Explicitly include dlfcn.h
4 years ago
jackun
41034b1089
[OpenGL] Return -1 instead for glXSwapBuffersMscOML if it is null
4 years ago
jackun
439ff716c2
[OpenGL] Some nullptr guards
...
Maybe helps issue #355
4 years ago
FlightlessMango
48cf66630b
Detect WineD3D
4 years ago
jackun
0fbbf00fe2
[OpenGL] Load libEGL.so.1 and use eglGetProcAddress to get EGL procs
4 years ago
Alessandro Toia
03bd71d145
Add missing add_blacklist for OpenGl apps
4 years ago
jackun
ee2933bff5
Resize fonts
4 years ago
jackun
1e8487c991
Move color conversion to HudElements; move some overlay related functions back to overlay.cpp
4 years ago
jackun
891a3944f3
[OpenGL] Default and limit GLSL version to 1.20 if OpenGL < 3.0. Not using anything fancy for now anyway.
4 years ago
jackun
60940e5a02
[OpenGL] Just "refcount" by glXCreate/DestroyContext calls; recreate "lost" objects
4 years ago
jackun
ba6346110c
[OpenGL] Enable color mask
...
Maybe previous state needs to be restored afterwards?
4 years ago
FlightlessMango
500fba7f6c
Fix for memory leak in source 1 games
4 years ago
jackun
443271f0b5
Convert hud color params to linear for sRGB image formats
4 years ago
larskraemer
a28931ef6b
General cleanup ( #272 )
...
* Cleanup unused struct fields, use uniform include guards
4 years ago
jackun
8eba5e2ed2
[OpenGL] Use GL_R8 for font textures
...
Randomly getting squares with GL_ALPHA for some reason
4 years ago
jackun
c63037efb5
Use 1-channel font textures; glyph ranges support; vulkan image descriptors and "helper" functions
...
* To save some memory, use just 1-channel alpha-only textures
* Add some sort of wider glyph ranges support
* Chop single-ish vulkan font image uploading function into separate reusable helper functions
* Use descriptor set for ImTextureID but probably use texture array and push constants for "fast-path" if need arises
4 years ago
jackun
62efa4acc4
[OpenGL] Simplify if check
4 years ago
jackun
d0999ab01b
[OpenGL] Workaround: Merge version and shader strings for Feral games
...
FIXME: GLAD loads Feral's version of glShaderSource,
4 years ago
jackun
2db83f4e18
[OpenGL] Check if font texture is valid and regenerate if not
4 years ago
Lars Krämer
20221217d4
Frame-timing using chrono
4 years ago