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https://github.com/hrydgard/ppsspp.git
synced 2026-10-22 10:49:05 +02:00
cube.elf now runs in D3D11 mode, still blackscreen
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@@ -616,7 +616,6 @@ void DrawEngineD3D11::DoFlush() {
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
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goto rotateVBO;
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}
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@@ -564,6 +564,11 @@ void GPU_D3D11::ReapplyGfxStateInternal() {
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// TODO: Dirty our caches for depth states etc
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}
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void GPU_D3D11::EndHostFrame() {
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// Tell the DrawContext that it's time to reset everything.
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draw_->BindPipeline(nullptr);
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}
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void GPU_D3D11::BeginFrameInternal() {
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if (resized_) {
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UpdateCmdInfo();
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@@ -90,6 +90,8 @@ public:
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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void EndHostFrame() override;
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protected:
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void FastRunLoop(DisplayList &list) override;
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void FinishDeferred() override;
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@@ -107,6 +107,9 @@ ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device,
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TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
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: TextureCacheCommon(draw) {
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device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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lastBoundTexture = INVALID_TEX;
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decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
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