Henrik Rydgard
c74d6fcde7
Unify some vertex shader related settings in the command tables
2017-03-14 13:44:18 +01:00
Henrik Rydgard
cd6d5a0d7f
Unify fragment shader settings in the command table
2017-03-14 13:42:48 +01:00
Henrik Rydgard
bc641e6c56
Unify minz/maxz in command tables
2017-03-14 13:41:13 +01:00
Henrik Rydgard
903ac2fc42
Unify texture settings in the command tables
2017-03-14 13:39:32 +01:00
Henrik Rydgard
934b3db800
Unify logicop, antialias in the command table
2017-03-14 13:37:12 +01:00
Henrik Rydgard
8e6d546921
Unify the control commands in the tables
2017-03-14 13:35:25 +01:00
Henrik Rydgard
7302aca7b3
Some reordering, fixing in the command tables
2017-03-14 13:32:56 +01:00
Henrik Rydgard
ff57cacfe6
Unify morph weight, patch parameter command table entries
2017-03-14 13:30:03 +01:00
Henrik Rydgard
f767615ef8
Unify viewport/region/scissor command table entries
2017-03-14 13:28:28 +01:00
Henrik Rydgard
3de4d67fdc
Unify the light parameter table entries
2017-03-14 13:26:53 +01:00
Henrik Rydgard
99711815b5
Unify some ignored command table entries
2017-03-14 13:25:52 +01:00
Henrik Rydgard
d9c19cc9ee
Unify matrix, dither and signal table entries
2017-03-14 13:24:35 +01:00
Henrik Rydgard
3f795799c9
Setup a global GPU command table, and start moving stuff into it.
2017-03-14 13:21:24 +01:00
Henrik Rydgard
45a99bbe33
Eliminate annoying warning in non-buffered rendering mode
2017-03-14 10:19:49 +01:00
Henrik Rydgard
ecdb289235
Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422
2017-03-14 09:53:41 +01:00
LunaMoo
429bf5d8b3
Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets.
2017-03-13 21:40:08 +01:00
Henrik Rydgård
eb73a28140
Add new log category FRAMEBUF
2017-03-13 13:55:29 +01:00
Unknown W. Brackets
5c6ae0e2e9
Correct a log format warning.
2017-03-12 23:00:12 -07:00
Henrik Rydgard
b0bd7e3c6f
Minor changes for compatibility with VS2017
2017-03-12 17:33:00 +01:00
xebra
b9a9a509ae
GLES:Remove texture_half_float extension.
2017-03-13 01:02:05 +09:00
Unknown W. Brackets
ad8a0e6cc0
Add an ini setting to hide performance warnings.
2017-03-11 19:31:00 -08:00
Henrik Rydgard
21d97a7947
Dirty UVSCALEOFFSET on every draw call.
...
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
e33428414f
Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
9bb81a24c0
Fix bug where we'd reload the post shader information every frame. Fixes #9410
2017-03-11 12:25:43 +01:00
Henrik Rydgård
e68ea3bc3a
Improve a comment
2017-03-10 18:08:55 +01:00
Henrik Rydgard
8956a823bb
If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404
2017-03-10 00:18:53 +01:00
Henrik Rydgård
7520c0e273
UWP: Don't try to use dual source blending on D3D9 feature level devices.
2017-03-10 00:12:57 +01:00
Henrik Rydgård
7be5a18ef8
Don't need a uint in the stencil draw shader
2017-03-10 00:11:02 +01:00
Henrik Rydgård
e74749f2b2
A function renamed, some logging improvements
2017-03-10 00:11:00 +01:00
xebra
56f80ace90
[spline/bezier]Unify the word "tesselate" to "tessellate".
2017-03-09 18:04:16 +09:00
xebra
29791faf00
[spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working.
2017-03-09 17:56:19 +09:00
xebra
8d7f3f1e0c
[spline/bezier]Fix not enough spline buffer causes crash.
2017-03-09 16:12:24 +09:00
Henrik Rydgård
ee48a075b0
UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode.
2017-03-07 15:32:53 +01:00
Henrik Rydgård
ed16096365
Don't crash if not enough memory to save a state. Very annoying.
...
Minor tweaks.
2017-03-07 15:32:34 +01:00
Henrik Rydgård
474db602ca
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
Henrik Rydgård
1496e2caa2
Fix possible crash when task switching on Android
2017-03-06 17:04:55 +01:00
Henrik Rydgård
90e0079c98
GE Debugger D3D11: Support displaying the current texture
2017-03-06 16:46:15 +01:00
Henrik Rydgård
07bfde357d
D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
2017-03-06 16:39:23 +01:00
Henrik Rydgård
a895936913
More log cleanup. Fix resize issue: Fixes #9392
2017-03-06 13:50:22 +01:00
Henrik Rydgård
440e72d250
Clean up among the logs. Remove MASTER_LOG.
2017-03-06 13:10:23 +01:00
Henrik Rydgard
5d5844632a
Fix shader issues with D3D11 feature level 9
2017-03-05 22:56:33 +01:00
Henrik Rydgard
bb3e211088
Fix bad initialization of featureLevels, breaking things in #9361
2017-03-05 22:33:18 +01:00
Henrik Rydgård and GitHub
18898fb965
Merge pull request #9388 from LunaMoo/PostShaderRefresh
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Add PostShader option to force 60fps for animated effects
2017-03-05 21:56:03 +01:00
Henrik Rydgard
042d09a049
Fix #9390 , also unbreak D3D11 screenshots
2017-03-05 20:30:39 +01:00
LunaMoo
2b0ab12c4d
Add PostShader option to force 60fps for animated effects
2017-03-05 15:04:22 +01:00
Henrik Rydgard
a04e24c300
Further D3D11 on mobile fixes
2017-03-05 14:05:04 +01:00
Henrik Rydgard
61c6d83b6e
D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs
2017-03-05 12:40:09 +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
7b3f84aae8
More buildfixes for Windows on ARM
2017-03-05 10:52:08 +01:00
Henrik Rydgard
9d116505cf
D3D11: Add a large amounts of asserts
2017-03-05 10:34:44 +01:00