jackun
e61321717e
[OpenGL] Use MESA_query_renderer if avail; GL "WSI" enum
1 year ago
jackun
313abbe6a7
[OpenGL] Check GL_VENDOR too to determine GPU's vendor id
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Try to fix #965
2 years ago
Hannes Mann
e1f41bbb92
glx,egl,vulkan: Limit FPS early or late depending on config
2 years ago
Emil Velikov
eecd451068
meson: build with -Werror=missing-declarations
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
2 years ago
Emil Velikov
f1a86fe10f
inject: drop unneeded declarations/function
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
2 years ago
Emil Velikov
b714f54cd4
dbus: reshuffle HAVE_DBUS handling
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
2 years ago
azn1999
f7a1cc159c
Fix FPS limiter
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Note: the egl limiter is already correct
2 years ago
Alessandro Toia
b2bcd889f0
Skip OpenGL impl if vulkan is loaded togther with zink or wined3d.
2 years ago
Alessandro Toia
7b248efef7
Check if libvulkan is loaded when opengl is also loaded and skip opengl rendering
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Fixes #866 #852 issues with zink and multiple games using DXVK that load OpenGL for some reason
2 years ago
FlightlessMango
e38413b2d8
use intel_gpu_top for gpu stats
2 years ago
Zebediah Figura
2f01d15690
Bind a zero pixel unpack buffer if necessary when uploading fonts texture
2 years ago
Gustavo Parreira
96f72e2352
fix: Look for NAVI in device name for AMD GPUs
2 years ago
Vir Chaudhury
c670203a5b
add logging for when the OpenGL context fails to initialize
2 years ago
jackun
85007fe0bd
Use separate font atlas for vulkan
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vkCreateSwapchainKHR and vkQueuePresentKHR may share the same ImGui context accidentally and
vkCreateSwapchainKHR might (re)create font image and destroy old font atlas while vkQueuePresentKHR is still rendering :(
2 years ago
jackun
0916dadea6
Convert some "printfs" to spdlog
2 years ago
jackun
f680c28f1f
Generalize control over socket so it works with OpenGL too
2 years ago
jackun
8a628e6a77
Rename GL files to avoid some confusion with upstream Dear ImGui files
2 years ago
jackun
753dd96325
Use overlay_new/end_frame to push/pop custom ImGui styles
2 years ago
FlightlessMango
3e57824f00
Fix zink detection from opengl path
2 years ago
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
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`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
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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