Commit Graph
85 Commits
Author SHA1 Message Date
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 0d85f86e2d Add some safety checks. Fix some inadvertent Y-flips (bit hacky). 2017-10-18 11:40:07 +02:00
Henrik Rydgård f2ea0ce472 Unify (well, almost) GetOutputFramebuffer (D3D11/GL) 2017-10-18 10:54:26 +02:00
Henrik Rydgård f220c74037 Remove comment, add check. 2017-10-16 16:28:27 +02:00
Henrik Rydgård ad4bc3f9f4 Address review comments. 2017-10-16 14:32:26 +02:00
Henrik Rydgård 4350ee153c D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync 2017-10-11 15:12:41 +02:00
Henrik Rydgård 62972cb891 D3D11: Move to CopyFramebufferToSync where easily possible. 2017-10-11 13:34:31 +02:00
Henrik Rydgård 16e68aa7c7 Get rid of BindFramebufferForRead 2017-10-10 14:49:07 +02:00
Henrik Rydgård 5f6e0feacb D3D11: Fix Star Ocean again (wasn't clearing stencil properly) 2017-06-09 14:50:39 +02:00
Henrik Rydgård 6bcfe539f7 Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Henrik Rydgård 35aefe4a2a BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr) 2017-05-30 09:36:17 +02:00
Unknown W. Brackets 022de0d45a D3D11: Fix initialization of mipmaps. 2017-05-13 17:31:21 -07:00
Henrik Rydgård c899882034 Fix issues with software GPU on D3D11 2017-04-11 12:53:11 +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 dfc0b32733 More work on UWP upbring 2017-03-23 10:02:27 +01:00
Henrik Rydgård f4a0c4504f Fixes to GPU system information. Fixes #9434 2017-03-16 09:48:10 +01:00
Henrik Rydgård d93e118496 D3D11: Avoid doing redundant framebuffer switch calls 2017-03-13 13:55:29 +01:00
Henrik Rydgård da3ac4a1de D3D11 CopyFramebufferImage: Clip copies to the size of the source surface. 2017-03-13 13:55:29 +01:00
Henrik Rydgard 8a8360ef96 Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9) 2017-03-12 16:30:53 +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 Rydgard 042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +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 85717a981c Show feature levels in System Info, allow lower D3D11 feature levels 2017-03-05 11:05:36 +01:00
Henrik Rydgard 340f0cff2c Prepare for supporting manual screen rotation 2017-03-05 10:54:45 +01:00
Henrik Rydgard e9f2f82863 Windows Mobile 10 D3D11 fixes 2017-03-05 10:15:56 +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 c219ae9e63 Further UWP fixes 2017-02-25 09:57:24 +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 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 f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard fd20788a67 Missing initialization, warning fixes, fix display of tabs in fast text drawing 2017-02-20 11:21:07 +01:00
Henrik Rydgard eabcb22623 Refactor away SetImageData 2017-02-19 11:02:24 +01:00
Henrik Rydgard d7238c39e9 Disable logic ops, the D3D11 debug layer says they don't work anyway.. 2017-02-18 12:17:51 +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 6a09d45aee D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks. 2017-02-18 01:41:08 +01:00
Henrik Rydgard 584650a0c2 Initial preparations for logic op support 2017-02-18 01:41:08 +01:00
Henrik Rydgard e8396b10f9 D3D11: Implement screenshots. 2017-02-18 00:43:02 +01:00
Henrik Rydgard 0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +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 f8305e8e47 Windows: Add main menu item for Direct3D11 2017-02-17 16:04:00 +01:00
Henrik Rydgard 4538edad14 Work towards enabling shader blending on D3D11 2017-02-17 12:21:18 +01:00
Henrik Rydgard 5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgard 77d087776c D3D11: Support window resize 2017-02-14 11:21:53 +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 07c88ef2b0 D3D11: Fix reverse colors in drawpixels, fix a potential crash 2017-02-12 12:07:37 +01:00
Henrik Rydgård abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +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 ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00