Commit Graph
21405 Commits
Author SHA1 Message Date
Henrik Rydgard d41a7083fb Remove "Experimental" tag from D3D11 2017-02-18 02:13:52 +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 Rydgård 741a61e589 Merge pull request #9321 from hrydgard/d3d11-readback
D3D11 framebuffer readback
2017-02-18 00:56:33 +01:00
Henrik Rydgard e8396b10f9 D3D11: Implement screenshots. 2017-02-18 00:43:02 +01:00
Henrik Rydgard 68ba3070bc D3D11: Add enough debug readback support to support savestate thumbnails 2017-02-18 00:27:32 +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 b807442641 Fix another resource leak, and fix one of the last leak fixes :P 2017-02-17 19:41:06 +01:00
Henrik Rydgard 2fabe3e1c5 Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard 13a3d179d5 Further minor D3D11 fixes 2017-02-17 18:43:27 +01:00
Henrik Rydgård 3481dae20a Merge pull request #9319 from hrydgard/d3d11-shader-blend
D3D11 shader blend and depal
2017-02-17 18:34:36 +01:00
Henrik Rydgard 061685678d State management fixes. DBZ toon shader effect now works. 2017-02-17 17:34:21 +01:00
Henrik Rydgard b7f58a6704 D3D11 depal: Directly index into the texture using Load() instead of messing with samplers. 2017-02-17 17:15:00 +01:00
Henrik Rydgard ba040559c1 Fix bugs. DBZ now shows outlines, though doesn't apply them correctly. 2017-02-17 17:00:35 +01:00
Henrik Rydgard f8305e8e47 Windows: Add main menu item for Direct3D11 2017-02-17 16:04:00 +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 b961117897 D3D11: Attempt a straight implementation of FramebufferBlit. Shader blending not yet working. 2017-02-17 12:51:37 +01:00
Henrik Rydgard 08d173ceee Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
Henrik Rydgard 4538edad14 Work towards enabling shader blending on D3D11 2017-02-17 12:21:18 +01:00
Henrik Rydgard 9359922201 GL: Fix inconsistency with BindFramebufferColor 2017-02-17 12:13:53 +01:00
Henrik Rydgard dcfc37a39d GL: Allow ShaderTexClamp path on PowerVR if no projection is needed 2017-02-17 12:12:15 +01:00
Henrik Rydgard e9d5eb694b Fix video playback in LocoRoco 2. scePsmfPlayerGetInfo had a couple more parameters.
Fixes #7887.
2017-02-17 10:29:00 +01:00
Henrik Rydgard a362af74c0 Buildfix the CMake-based Windows build 2017-02-16 17:58:31 +01:00
Henrik Rydgård a99bad046b Merge pull request #9314 from hrydgard/unify-postproc
Unify postprocessing-related framebuffer code
2017-02-16 16:37:06 +01:00
Henrik Rydgård e110196f2a Merge pull request #9305 from fireballwayne/remoteiso
Remember Last Remote ISO server
2017-02-16 11:41:13 +01:00
Henrik Rydgård ad06a71a42 Merge pull request #9315 from LunaMoo/CLI_new_backends
Add new backends to windows commandline.
2017-02-16 11:40:14 +01:00
LunaMoo 3297d15b4d Add new backends to windows commandline. 2017-02-16 11:30:58 +01:00
Henrik Rydgard a847de9522 Fix some minor gl bugs 2017-02-15 23:56:38 +01:00
Henrik Rydgard 68c5a6c517 Unify CopyDisplayToOutput 2017-02-15 23:24:25 +01:00
Henrik Rydgard 23762ef89f Unify DrawFramebufferToOutput 2017-02-15 23:11:46 +01:00
Henrik Rydgard 26f208a212 Unify "DrawPixels" 2017-02-15 23:06:22 +01:00
Henrik Rydgard 84e6054b23 More work towards unifying CopyDisplayToOutput 2017-02-15 22:48:23 +01:00
Henrik Rydgard cba37e54d0 Preparations for unifying CopyDisplayToOutput 2017-02-15 22:47:50 +01:00
Henrik Rydgard 7652bc2d8b Declare DrawActiveTexture in FramebufferCommon 2017-02-15 22:47:49 +01:00
Henrik Rydgard 0fb1e95bac Remove GLSL program argument to DrawActiveTexture - bind before instead. 2017-02-15 22:47:44 +01:00
Henrik Rydgard d084da9e04 DrawActiveTexture: Don't allow passing in nullptr as a GLES program 2017-02-15 21:51:40 +01:00
Henrik Rydgard 3ac0fc2466 Move compiledraw2dprogram out of DrawActiveTexture 2017-02-15 21:51:39 +01:00
Henrik Rydgard f95ab4a0fa One more step 2017-02-15 21:51:39 +01:00
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 Rydgård 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 Rydgård 3cc344a1b7 Merge pull request #9306 from hrydgard/spirv-cross-import
Import SPIRV-Cross. This will be used later to translate post-processing shaders...
2017-02-15 10:45:42 +01:00
Fireball Wayne 6bbbb11518 Remove net::init() 2017-02-14 19:16:52 -05:00
Fireball Wayne a404138f82 Remember Last Remote ISO server 2017-02-14 19:16:51 -05:00
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