Commit Graph
203 Commits
Author SHA1 Message Date
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 52cd3164ee Hook up the backbuffer. PPSSPP draws now, though with issues. 2017-03-23 10:02:27 +01:00
Henrik Rydgard dfc0b32733 More work on UWP upbring 2017-03-23 10:02:27 +01:00
Henrik Rydgård 9b216af65d Stencil in thin3d/gl was broken. Not that we use it for anything though. 2017-03-22 15:31:14 +01:00
Henrik Rydgård babfa44614 Windows: d3dcompiler_47.dll is redistributable, so add it to our installation package scripts. 2017-03-22 13:44:44 +01:00
Henrik Rydgard 908193e894 Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906. 2017-03-18 15:21:26 +01:00
Henrik Rydgard 85d0b89b7b GL: Improve lost managment in DrawContext framebuffers 2017-03-18 13:55:15 +01:00
Henrik Rydgard 378170d723 Add ability to tag objects in the gl_lost_manager 2017-03-18 13:55:15 +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 7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
Henrik Rydgard e9f2f82863 Windows Mobile 10 D3D11 fixes 2017-03-05 10:15:56 +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 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 fcbc20f240 Small changes to make Common and Core build under my preliminary UWP setup. 2017-02-24 18:59:41 +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 acde17e3ce Improvements to D3D11 detection and error handling. 2017-02-23 10:40:55 +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 e16e1b6d7e GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers 2017-02-21 11:10:44 +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 387ad7e4d6 OpenGL DrawContext texture handling cleanup, fixing some bugs. 2017-02-19 12:25:37 +01:00
Henrik Rydgard 1c33ac8dc1 Fix even more confusion around 4-bit RGBA texture formats 2017-02-19 11:09:42 +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 a847de9522 Fix some minor gl bugs 2017-02-15 23:56:38 +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 Rydgård 04b803e2f6 D3D11: Change init method for textures, so we can support mipmapping 2017-02-10 15:40:51 +01:00