Commit Graph
29 Commits
Author SHA1 Message Date
Unknown W. BracketsandHenrik Rydgard c770349475 Switch headless to using graphics contexts.
Vulkan doesn't work yet, needs some thin3d for the command buffer?
2016-03-20 19:31:02 +01:00
Unknown W. Brackets d5196b44f9 Minor tweaks. 2016-01-17 09:45:55 -08:00
Henrik Rydgard 3ba911bf07 Replace some calls to fopen with File::OpenCFile (utf8). 2016-01-17 15:59:20 +01:00
Henrik Rydgard 15de6e6b98 GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
Needed to prevent clutter all over the codebase.

Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Unknown W. Brackets 9df0c2758b Check OpenGL extensions in headless.
This makes some tests more correct on hardware that supports more
features.
2015-11-15 00:17:31 -08:00
Henrik Rydgard 44be9f2a50 Move Windows GPU init code into Windows/GPU 2015-11-03 23:22:09 +01:00
Henrik Rydgard 08735b806f Remove silly use of gstate.SetVSyncInterval 2015-09-06 13:36:33 +02:00
Henrik Rydgard 72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Henrik Rydgard cde585a29a Include dependency cleanup 2015-07-29 11:48:20 +02:00
Henrik Rydgard dda3ca3d5f D3D9 init error reporting improved. Use "override" properly in Host. 2014-09-20 21:55:58 +02:00
Unknown W. Brackets bc66a43fb3 Centralize dx9 and gles headless stuff.
Well, could be cleaner, but this way all the comparison stuff works.
2014-08-30 09:55:40 -07:00
Unknown W. Brackets af9e0510c3 Use the debug interface to compare screenshots.
This way it's already implemented in all backends.
2014-08-30 09:45:51 -07:00
Unknown W. Brackets 098e763b82 Enable block transfers in headless for testing.
This allows us to do memory (not just screenshot) tests with GLES, yay.
2014-06-14 08:44:14 -07:00
Unknown W. Brackets 57b636816b Add an internal comparison algorithm to headless.
This is slightly smarter than the test.py version, and should be
completely compatible.  It doesn't handle timeouts though.
2013-09-16 08:30:02 -07:00
Unknown W. Brackets 35cd59ae87 Remove hack to skip messages from native.
Native is not so talkative anymore.
2013-09-16 08:19:53 -07:00
Henrik Rydgard 55aa3d13c7 Win32: Switch to a UNICODE build. This took quite a bit of fixing. 2013-08-26 19:00:16 +02:00
Unknown W. Brackets 7b7801d59a Switch to including Windows.h from an intermediate.
This makes it easier for Xbox which uses a separate header.
2013-07-28 21:04:19 -07:00
Unknown W. Brackets 3decbba334 Correctly output NULs, etc. (i.e. UTF-16.) 2013-07-21 12:56:55 -07:00
Unknown W. Brackets de3f4d03ba Update WindowsHeadlessHost to fix graphic tests.
Although I'm not sure if they actually work...
2013-04-10 22:07:57 -07:00
Henrik Rydgard afa21588d7 Some work towards better control handling, includes stickyfix from native 2013-03-30 23:55:28 +01:00
Henrik Rydgard cbb786c7f0 Restructure Windows "gameloop" to be more similar to others. 2013-02-19 00:45:25 +01:00
Unknown W. Brackets 1e2065a280 Fix a confusing comment for screenshots. 2013-02-08 11:03:45 -08:00
Unknown W. Brackets 6a72b0d325 Separate out the actual screenshot comparison.
Fixes #109.
2013-02-08 00:25:29 -08:00
Unknown W. Brackets b24d41b156 Bitmaps are stored BGR, so let's read it that way. 2013-02-07 22:46:53 -08:00
Unknown W. Brackets eb6258d4d8 Simple Windows-only headless screenshot compare. 2013-02-07 22:44:54 -08:00
Unknown W. Brackets f875e3699f Handle the emit screenshot headless command.
But, it doesn't work.  Shouldn't the vram have the graphics?
2013-02-07 22:44:54 -08:00
Henrik Rydgard 9363a867e2 Add glViewport to cached gl state. Add a couple of missing VFPU ops. 2013-01-06 23:23:36 +01:00
Unknown W. Brackets ade0f4103b Don't let native's log output spoil tests.
Also, log to stderr, makes more sense anyway.
2012-12-29 23:21:56 -08:00
Unknown W. Brackets 03d9157d26 Draw offscreen in headless (Windows only.) 2012-12-29 23:21:55 -08:00