Commit Graph
14 Commits
Author SHA1 Message Date
Henrik Rydgård 77e894c64d Fix more D3D11 lifecycle problems. Removed some ComPtr that got in the way 2025-08-01 18:20:44 +02:00
Henrik Rydgård a5aac9c386 D3D11 stock objects: Remove unused items 2025-08-01 17:59:33 +02:00
oltolm b09eb3dd23 use ComPtr for D3D11 2025-02-17 22:58:44 +01:00
Henrik Rydgård c6f51bbc1e Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
Found a potential error with tesselation without normals already.
2020-10-21 23:20:15 +02:00
Henrik Rydgård ce818263a1 Fix D3D11 push buffer overflow 2017-11-24 17:53:42 +01:00
Henrik Rydgard 116edcb77a Take the D3D11 feature level into account when creating shaders. May help #9369 2017-03-05 12:31:33 +01:00
Henrik Rydgard 9d116505cf D3D11: Add a large amounts of asserts 2017-03-05 10:34:44 +01:00
Henrik Rydgard f1e015f577 Basic postshader translation to D3D11 works. On-the-fly switching seems broken though. 2017-02-23 12:42:28 +01:00
Henrik Rydgard a8ee70f23d Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use.
Eventually, this will make it possible to use post-processing with
Vulkan and D3D11. Probably not DX9, though maybe.

Not adding to Android build, there's some strangeness with STL.
2017-02-14 23:33:27 +01:00
Henrik Rydgård abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +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