Commit Graph
9567 Commits
Author SHA1 Message Date
Henrik Rydgard 480a05d845 D3D11: Specify DepthClipEnable = TRUE when creating rasterizer states, required on D3D11_level_9. Fixes the Pursuit Force glitch in #9361 2017-03-05 10:34:28 +01:00
xebra 7364dbea3b [spline/bezier]Implement hardware tessellation on D3D11. 2017-03-04 22:53:40 +09:00
xebra a0907ab7bb [spline/bezier]Fix shared uniform a bit. 2017-03-04 22:53:39 +09:00
Henrik Rydgard a272a4ee3f Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed. 2017-03-03 14:19:36 +01:00
Henrik Rydgard 5d4700ae7e Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default. 2017-03-03 14:18:40 +01:00
Henrik Rydgard f95459ab0d Fix bug where we tried to set aniso even if unsupported. Fixes #9377 2017-03-03 14:16:15 +01:00
Henrik Rydgard 147d311acb Fix typo with isAllowTexture2D for hardware tesselation 2017-03-03 12:32:01 +01:00
Henrik Rydgard 700e533622 Minor D3D9 cleanups 2017-03-02 12:29:23 +01:00
Henrik Rydgard d46397627e Buildfixes 2017-02-28 11:40:29 +01:00
Henrik Rydgard 26a2d42731 Big mutex overhaul - remove our custom ones, make them non-recursive where possible 2017-02-28 11:40:29 +01:00
Henrik Rydgård ba6ab0bd36 Buildfix, warning fix 2017-02-27 23:09:12 +01:00
Henrik RydgårdandGitHub d84f579928 Merge pull request #9356 from xebra/hw_tess_vulkan
Hardware Tessellation on Vulkan
2017-02-26 09:12:11 +01:00
Henrik Rydgard 5ba53addb5 D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345, thanks @ufdada 2017-02-26 00:05:08 +01:00
xebra 6022b40346 [spline/bezier]Handle deleting sampler of TessellationDataTransferVulkan. 2017-02-26 00:27:25 +09:00
xebra f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
xebra 7b72f87308 [spline/bezier]Add support for unsupported device about HW tess. 2017-02-25 19:28:13 +09:00
xebra 0172bbe8aa [spline/bezier]Minor fixes for HW tess GLES. 2017-02-25 18:40:20 +09:00
Henrik Rydgard c219ae9e63 Further UWP fixes 2017-02-25 09:57:24 +01:00
Henrik Rydgard 03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard fa80cfa4aa Additional UWP preparations 2017-02-25 09:57:14 +01:00
Henrik Rydgard f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik Rydgard fcbc20f240 Small changes to make Common and Core build under my preliminary UWP setup. 2017-02-24 18:59:41 +01:00
Henrik Rydgard 89ac1a5c4a Minor D3D11 scissor fix 2017-02-24 12:33:27 +01:00
Henrik RydgårdandGitHub f065f100ee Merge pull request #9352 from LunaMoo/upscalingStuff
Minor workaround for 5xBR
2017-02-23 23:04:36 +01:00
Henrik Rydgard b1971d266b Protect Unswizzle from bad alignment of the destination. Might help #9134 2017-02-23 23:03:01 +01:00
LunaMoo d6c2944aac Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
2017-02-23 22:54:50 +01:00
Henrik Rydgard 98763655e7 Plug a memory leak in the GLES texture cache. Fixes #9089 2017-02-23 22:41:13 +01:00
Henrik Rydgard 8eb668ea59 D3D11: Enable pixel depth rounding. GL: Fix a crash bug 2017-02-23 20:40:53 +01:00
Henrik RydgårdandGitHub c355947bca Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
2017-02-23 20:39:28 +01:00
Henrik Rydgard 86f0be7724 Another shader function replacement 2017-02-23 20:29:53 +01:00
Henrik Rydgard 79bd01efb8 D3D11: Add support for viewing the depth and stencil buffers in the GE debugger 2017-02-23 16:27:26 +01:00
Henrik Rydgard ccef648d3d Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong. 2017-02-23 14:51:05 +01:00
Henrik Rydgard 731026c199 D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly. 2017-02-23 12:42:28 +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 e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard 900539e200 Fix #9340 (touch controls not always getting repositioned correctly) 2017-02-23 09:31:45 +01:00
Henrik Rydgard 95aec3ac76 Fix D3D9 crash (made a mistake with locking) 2017-02-22 18:27:46 +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 b94ad12aea D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup 2017-02-21 11:35:06 +01:00
Henrik Rydgard f772066c54 Remove some unnecessary error handling paths 2017-02-21 11:29:51 +01:00
Henrik Rydgard 06cf449719 Delete some broken DX9 code. 2017-02-21 11:11:38 +01:00
Henrik Rydgard e16e1b6d7e GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers 2017-02-21 11:10:44 +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 4c6ca76681 D3D11: Fix texture loading crash on 32-bit platforms 2017-02-20 10:15:41 +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 ca9050af12 These should be deleted too. 2017-02-20 00:36:37 +01:00
Henrik Rydgard 4c897ff853 Forgot to delete CheckFullHash duplicates 2017-02-20 00:21:54 +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