Commit Graph
3315 Commits
Author SHA1 Message Date
Henrik Rydgard e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard 0954ecf28c D3D11: Expand 16-bit texture formats to 32-bit if they are not supported, like on Windows 7. Part of issue #9317 2017-02-22 17:31:01 +01:00
Henrik Rydgard f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard f772066c54 Remove some unnecessary error handling paths 2017-02-21 11:29:51 +01:00
Henrik Rydgard 78abf7453c Add some comments and a sanity check, fix a minor leak 2017-02-21 10:58:21 +01:00
Henrik Rydgard 195eb94c8e Texcache: Keep pointers to entries instead of full entries in the map. 2017-02-20 00:45:07 +01:00
Henrik Rydgard 4652c6af28 Some member variable renaming to match the convention 2017-02-20 00:19:58 +01:00
Henrik Rydgard f753573332 Unify HandleTextureChange 2017-02-20 00:13:21 +01:00
Henrik Rydgard f15e25c4b5 Centralize SetTexture 2017-02-20 00:05:23 +01:00
Henrik Rydgard e24e652b0d Prepare to unify SetTexture 2017-02-19 23:50:04 +01:00
Henrik Rydgard aae2030a14 Unify Decimate() 2017-02-19 23:39:35 +01:00
Henrik Rydgard d9c20fbaff Unify ApplyTexture 2017-02-19 23:25:09 +01:00
Henrik Rydgard f839f1944e Work towards unifying ApplyTexture 2017-02-19 23:07:00 +01:00
Henrik Rydgard 665ffe34ab Centralize DeleteTexture 2017-02-19 22:50:04 +01:00
Henrik Rydgard dbafc6ef95 Centralize Texcache::Clear 2017-02-19 22:31:07 +01:00
Henrik Rydgard 4364569cf4 Move TexCacheEntry outside the TextureCacheCommon class. Nested structs are annoying. 2017-02-19 18:53:30 +01:00
Henrik Rydgard b14e10632d Take the mapping direction into account in AnalogTestScreen. Hopefully will solve #9300. 2017-02-19 14:33:59 +01:00
Henrik Rydgard b0cdcfca3c D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
Henrik Rydgard 5a0ee6cc36 Add some plumbing to be able to reach DX11.1 features. 2017-02-18 01:54:28 +01:00
Henrik Rydgard 68ba3070bc D3D11: Add enough debug readback support to support savestate thumbnails 2017-02-18 00:27:32 +01:00
Henrik Rydgard 0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
Henrik Rydgard 2fabe3e1c5 Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard b7f58a6704 D3D11 depal: Directly index into the texture using Load() instead of messing with samplers. 2017-02-17 17:15:00 +01:00
Henrik Rydgard e83dd2b524 Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about 2017-02-17 14:31:02 +01:00
Henrik Rydgard 08d173ceee Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
Henrik Rydgard 4538edad14 Work towards enabling shader blending on D3D11 2017-02-17 12:21:18 +01:00
Henrik RydgårdandGitHub a99bad046b Merge pull request #9314 from hrydgard/unify-postproc
Unify postprocessing-related framebuffer code
2017-02-16 16:37:06 +01:00
Henrik Rydgard 68c5a6c517 Unify CopyDisplayToOutput 2017-02-15 23:24:25 +01:00
Henrik Rydgard 23762ef89f Unify DrawFramebufferToOutput 2017-02-15 23:11:46 +01:00
Henrik Rydgard 26f208a212 Unify "DrawPixels" 2017-02-15 23:06:22 +01:00
Henrik Rydgard 84e6054b23 More work towards unifying CopyDisplayToOutput 2017-02-15 22:48:23 +01:00
Henrik Rydgard cba37e54d0 Preparations for unifying CopyDisplayToOutput 2017-02-15 22:47:50 +01:00
Henrik Rydgard 7652bc2d8b Declare DrawActiveTexture in FramebufferCommon 2017-02-15 22:47:49 +01:00
Henrik Rydgard f95ab4a0fa One more step 2017-02-15 21:51:39 +01:00
Henrik Rydgard 8f48816baa Move CalcShaderUniforms to FramebufferCommon 2017-02-15 21:51:38 +01:00
Henrik Rydgard dfc71f32cb Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00
xebra 59fd5da438 Fix fake mipmap hacks. 2017-02-15 22:07:58 +09:00
xebra e2f9dc8f28 Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +09:00
xebra 945e603072 Fix fake mipmap issue related #5350 2017-02-15 01:02:50 +09:00
Henrik Rydgard 6e940dfeda D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard 373c6ba12f More D3D11 fixes, hopefully without breaking DX9 2017-02-13 02:07:27 +01:00
Henrik Rydgård 328201978f D3D11: Prepare for dual src blending support 2017-02-12 17:10:04 +01:00
Henrik Rydgård 3b12ac5f05 D3D11: Stencil and scissor work 2017-02-12 17:09:53 +01:00
Henrik Rydgård 4f2fb10347 Further D3D11 fixes 2017-02-12 16:14:14 +01:00
Henrik Rydgård 6efdde9ea4 D3D11: Fix build issue in Release mode. Triangle fan workaround. 2017-02-12 12:12:36 +01:00
Henrik Rydgård 4fbb537c92 Assorted D3D11 fixes 2017-02-12 12:02:13 +01:00
Henrik Rydgard 3f4e14f504 D3D11: Lumines is now playable in non-buffered, with reverse colors. 2017-02-10 11:25:24 +01:00
Henrik Rydgard 5ee3b534ed More D3D11 improvements 2017-02-10 10:26:18 +01:00
Henrik Rydgard 01f46e7a5d Make the first generated D3D11 shaders compile, fix various warnings 2017-02-09 15:04:21 +01:00
Henrik Rydgard ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00