cube.elf now runs in D3D11 mode, still blackscreen

This commit is contained in:
Henrik Rydgard committed 2017-02-10 00:07:23 +01:00
1 parent f9b840dbfd
commit a7ea169797
4 files changed
+10 -1

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-1
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@@ -616,7 +616,6 @@ void DrawEngineD3D11::DoFlush() {
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
goto rotateVBO;
}
+5
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@@ -564,6 +564,11 @@ void GPU_D3D11::ReapplyGfxStateInternal() {
// TODO: Dirty our caches for depth states etc
}
void GPU_D3D11::EndHostFrame() {
// Tell the DrawContext that it's time to reset everything.
draw_->BindPipeline(nullptr);
}
void GPU_D3D11::BeginFrameInternal() {
if (resized_) {
UpdateCmdInfo();
+2
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@@ -90,6 +90,8 @@ public:
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
void EndHostFrame() override;
protected:
void FastRunLoop(DisplayList &list) override;
void FinishDeferred() override;
+3
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@@ -107,6 +107,9 @@ ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device,
TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
: TextureCacheCommon(draw) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
lastBoundTexture = INVALID_TEX;
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;