Commit Graph
9567 Commits
Author SHA1 Message Date
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
Henrik RydgårdandGitHub 3fb1f4425d Merge pull request #9312 from xebra/fake_mipmap
Fix fake mipmap hacks.
2017-02-15 15:10:44 +01:00
xebra 59fd5da438 Fix fake mipmap hacks. 2017-02-15 22:07:58 +09:00
Henrik Rydgard 55beec3e89 D3D11: Enable anisotropic filtering 2017-02-15 11:46:47 +01:00
Henrik Rydgard 5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +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
xebra e2f9dc8f28 Add support compat to fake mipmap hacks. 2017-02-15 01:02:51 +09:00
xebra 7975addad0 Fix small issue. 2017-02-15 01:02:51 +09:00
xebra ef536ae54d Move wasted checks in FastRunLoop() to Execute_TexLevel() 2017-02-15 01:02:50 +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 a9e267ae7a Enable dualsource blend effects (glows on transparent things in Wipeout, for example) 2017-02-14 10:36:58 +01:00
Henrik Rydgard 56b3a823ba D3D11: Improved alpha/color test, like in GL/Vulkan 2017-02-14 10:34:55 +01:00
Henrik Rydgard b51bcd2247 D3D11 Stencil ref fix, fixes Star Ocean stencil-depth 2017-02-14 01:54:00 +01:00
Henrik Rydgard 6d4d638746 D3D11: Fix some color issues by doing thing similarly to DX9. Can be optimized later. 2017-02-14 01:31:45 +01:00
Henrik Rydgard 780006489e D3D11 Attempt at fixing Star Ocean stencil .. doesn't quite work. 2017-02-13 17:29:50 +01:00
Henrik Rydgard cef8dc907d Last one for today 2017-02-13 02:12:49 +01:00
Henrik Rydgard 373c6ba12f More D3D11 fixes, hopefully without breaking DX9 2017-02-13 02:07:27 +01:00
Henrik Rydgard 94860b6636 Additional D3D11 fixes 2017-02-13 01:38:52 +01:00
Henrik Rydgård 6033b1ee05 D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird... 2017-02-12 18:29:58 +01:00
Henrik Rydgård 142b30836a DX9 typo fix in PackDepthBuffer 2017-02-12 17:50:37 +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 cb407a4019 Minor tweaks 2017-02-12 16:21:24 +01:00
Henrik Rydgård 4f2fb10347 Further D3D11 fixes 2017-02-12 16:14:14 +01:00
Henrik Rydgård bbdb0ee195 Fix the stencil buffer initialization stuff (not sure it's 100% working et) 2017-02-12 13:55:49 +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 07c88ef2b0 D3D11: Fix reverse colors in drawpixels, fix a potential crash 2017-02-12 12:07:37 +01:00
Henrik Rydgård 4fbb537c92 Assorted D3D11 fixes 2017-02-12 12:02:13 +01:00
Henrik Rydgård abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +01:00
Henrik Rydgård 04b803e2f6 D3D11: Change init method for textures, so we can support mipmapping 2017-02-10 15:40:51 +01:00
Henrik Rydgård f7717063a8 Assorted fixes for memory leaks etc 2017-02-10 14:41:32 +01:00
Henrik Rydgard 7750ee9f7b D3D11: Fix reversed colors, stencil improvements 2017-02-10 11:36:09 +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 a8dc9360f0 D3D11: Fix clears 2017-02-10 10:32:32 +01:00
Henrik Rydgard 5ee3b534ed More D3D11 improvements 2017-02-10 10:26:18 +01:00
Henrik Rydgard 9a6f3ccfad D3D11: Fix depth state 2017-02-10 00:37:56 +01:00
Henrik Rydgard aba669c3e6 D3D11: Cube now visible 2017-02-10 00:30:42 +01:00
Henrik Rydgard a7ea169797 cube.elf now runs in D3D11 mode, still blackscreen 2017-02-10 00:07:23 +01:00
Henrik Rydgard f9b840dbfd More D3D11 progress 2017-02-10 00:01:56 +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 76587ec61c Further stuff. 2017-02-09 13:28:59 +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
Henrik Rydgard 01e11c6437 Some mostly empty files for D3D11 2017-02-08 17:47:07 +01:00
Henrik Rydgard 175b97ef34 Start stubbing out a new D3D11 backend 2017-02-08 17:35:41 +01:00
Henrik Rydgard 9f00b355ca Unify DownloadFramebufferForClut 2017-02-08 15:58:46 +01:00
Henrik Rydgard 454f2cf4bf Unify "SetOffsetTexture" 2017-02-08 15:48:36 +01:00
Henrik Rydgard 346b9d0c51 Texcache: Unify SetTextureFramebuffer 2017-02-08 15:44:01 +01:00
Henrik Rydgard 096018a163 Texcache: Unify AttachFramebuffer, misc 2017-02-08 15:37:40 +01:00