Commit Graph
34 Commits
Author SHA1 Message Date
Unknown W. Brackets 766b40aad8 GPU: Reset GPUBackend on graphics init.
This way, when using a port that doesn't support Vulkan, it doesn't just
silently use upside down GL, etc.
2017-12-26 16:02:55 -08:00
Unknown W. Brackets d6da758ed3 GPU: Remove duplicate BACKEND constants. 2017-12-26 15:55:24 -08:00
Henrik Rydgård b9ba525de1 Don't call functions in asserts, they get compiled out in release... 2017-10-20 14:45:00 +02:00
Henrik Rydgård 017d3da067 Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
Fixes an issue where after switching to D3D9 on a PC without the D3D9 runtime, it's impossible to start PPSSPP anymore.
2017-10-20 11:53:07 +02:00
Henrik Rydgård 62972cb891 D3D11: Move to CopyFramebufferToSync where easily possible. 2017-10-11 13:34:31 +02:00
Unknown W. Brackets ccd9a17235 D3D11: Free swapchain on graphics reset. 2017-04-27 20:04:30 -07:00
Henrik Rydgard db89bced86 Remove unused code 2017-04-06 09:57:55 +02:00
Henrik Rydgård c0f6a24a21 Fix issue where we were a little too aggressive when eliminating calls to SetRenderTarget 2017-03-23 10:02:28 +01:00
Henrik Rydgard 5d5844632a Fix shader issues with D3D11 feature level 9 2017-03-05 22:56:33 +01:00
Henrik Rydgard 042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +01:00
Henrik Rydgard 85717a981c Show feature levels in System Info, allow lower D3D11 feature levels 2017-03-05 11:05:36 +01:00
Henrik Rydgard 7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
Henrik Rydgard 5de190a45f D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
2017-02-27 10:10:24 +01:00
Henrik Rydgard acde17e3ce Improvements to D3D11 detection and error handling. 2017-02-23 10:40:55 +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 522ac5c739 Add an escape route to D3D9 in case D3D11 fails to initialize. Cleanups. 2017-02-17 19:53:24 +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 77d087776c D3D11: Support window resize 2017-02-14 11:21:53 +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 f7717063a8 Assorted fixes for memory leaks etc 2017-02-10 14:41:32 +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 aba669c3e6 D3D11: Cube now visible 2017-02-10 00:30:42 +01:00
Henrik Rydgard 6b193e7434 Break on D3D11 validation errors in _DEBUG mode 2017-02-10 00:01:34 +01:00
Henrik Rydgard 41fecc8c16 More D3D11 basics. Only dynamic constant buffers left, then it should display the UI. 2017-02-07 19:45:09 +01:00
Henrik Rydgard abc80ae770 Enough D3D11 to stumble to the first thin3d draw call. Buffers not implemented yet. 2017-02-07 11:44:44 +01:00
Henrik Rydgard ad29974a56 Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing. 2017-02-06 11:40:16 +01:00
Henrik Rydgard 20d9e60a67 Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Henrik Rydgård 8bcb5f01eb Remove accidental hard dependency on d3d11. when it works, we'll load it dynamically. Fixes #9204 2017-01-03 23:39:57 +08:00
Henrik Rydgård 674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Henrik Rydgård f86b9f7900 Guess what? More renaming 2016-12-27 11:59:06 +01:00
Henrik Rydgård 10393f5d4e Move Thin3D into the Draw namespace. 2016-12-27 11:58:03 +01:00
Henrik Rydgård 9658c8dd5c Basic D3D11 context setup code 2016-12-25 11:37:26 +01:00