Henrik Rydgard
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ef26ee267d
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D3D11: Get rid of a forgotten half pixel offset. Improves #9361
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2017-03-19 14:57:48 +01:00 |
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Henrik Rydgard
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478b5dcbe1
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Fix bug in D3D11 framebuffer readbacks, helps #9361, though seems off by half a pixel?
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2017-03-19 14:22:06 +01:00 |
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Unknown W. Brackets
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ae2c0193b8
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D3D11: Report unexpected self-renders.
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2017-03-18 13:52:30 -07:00 |
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Henrik Rydgård
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eb73a28140
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Add new log category FRAMEBUF
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2017-03-13 13:55:29 +01:00 |
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Henrik Rydgard
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b0bd7e3c6f
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Minor changes for compatibility with VS2017
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2017-03-12 17:33:00 +01:00 |
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Henrik Rydgard
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9bb81a24c0
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Fix bug where we'd reload the post shader information every frame. Fixes #9410
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2017-03-11 12:25:43 +01:00 |
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Henrik Rydgård
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ee48a075b0
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UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode.
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2017-03-07 15:32:53 +01:00 |
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Henrik Rydgård
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07bfde357d
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D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
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2017-03-06 16:39:23 +01:00 |
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Henrik Rydgård
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440e72d250
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Clean up among the logs. Remove MASTER_LOG.
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2017-03-06 13:10:23 +01:00 |
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Henrik Rydgard
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042d09a049
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Fix #9390, also unbreak D3D11 screenshots
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2017-03-05 20:30:39 +01:00 |
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Henrik Rydgard
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a04e24c300
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Further D3D11 on mobile fixes
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2017-03-05 14:05:04 +01:00 |
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Henrik Rydgard
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116edcb77a
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Take the D3D11 feature level into account when creating shaders. May help #9369
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2017-03-05 12:31:33 +01:00 |
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Henrik Rydgard
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9d116505cf
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D3D11: Add a large amounts of asserts
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2017-03-05 10:34:44 +01:00 |
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Henrik Rydgard
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8eb668ea59
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D3D11: Enable pixel depth rounding. GL: Fix a crash bug
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2017-02-23 20:40:53 +01:00 |
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Henrik Rydgård
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c355947bca
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Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
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2017-02-23 20:39:28 +01:00 |
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Henrik Rydgard
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79bd01efb8
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D3D11: Add support for viewing the depth and stencil buffers in the GE debugger
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2017-02-23 16:27:26 +01:00 |
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Henrik Rydgard
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ccef648d3d
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Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong.
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2017-02-23 14:51:05 +01:00 |
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Henrik Rydgard
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731026c199
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D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly.
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2017-02-23 12:42:28 +01:00 |
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Henrik Rydgard
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f1e015f577
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Basic postshader translation to D3D11 works. On-the-fly switching seems broken though.
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2017-02-23 12:42:28 +01:00 |
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Henrik Rydgard
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e7612c13da
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Initial work on post-shader translation for D3D11
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2017-02-23 12:42:24 +01:00 |
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Henrik Rydgard
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78abf7453c
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Add some comments and a sanity check, fix a minor leak
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2017-02-21 10:58:21 +01:00 |
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Henrik Rydgard
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f868a0c4a1
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D3D11: Fix crash with texture scaling enabled
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2017-02-18 12:00:15 +01:00 |
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Henrik Rydgard
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bd6314325f
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Crashfix
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2017-02-18 03:00:22 +01:00 |
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Henrik Rydgard
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e8396b10f9
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D3D11: Implement screenshots.
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2017-02-18 00:43:02 +01:00 |
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Henrik Rydgard
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68ba3070bc
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D3D11: Add enough debug readback support to support savestate thumbnails
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2017-02-18 00:27:32 +01:00 |
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Henrik Rydgard
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0e8aeaea3a
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D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
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2017-02-18 00:07:49 +01:00 |
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Henrik Rydgard
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2fabe3e1c5
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Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
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2017-02-17 19:23:01 +01:00 |
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Henrik Rydgard
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13a3d179d5
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Further minor D3D11 fixes
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2017-02-17 18:43:27 +01:00 |
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Henrik Rydgard
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ba040559c1
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Fix bugs. DBZ now shows outlines, though doesn't apply them correctly.
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2017-02-17 17:00:35 +01:00 |
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Henrik Rydgard
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e83dd2b524
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Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
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2017-02-17 14:31:02 +01:00 |
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Henrik Rydgard
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b961117897
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D3D11: Attempt a straight implementation of FramebufferBlit. Shader blending not yet working.
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2017-02-17 12:51:37 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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Henrik Rydgard
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68c5a6c517
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Unify CopyDisplayToOutput
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2017-02-15 23:24:25 +01:00 |
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Henrik Rydgard
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23762ef89f
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Unify DrawFramebufferToOutput
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2017-02-15 23:11:46 +01:00 |
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Henrik Rydgard
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26f208a212
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Unify "DrawPixels"
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2017-02-15 23:06:22 +01:00 |
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Henrik Rydgard
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84e6054b23
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More work towards unifying CopyDisplayToOutput
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2017-02-15 22:48:23 +01:00 |
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Henrik Rydgard
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cba37e54d0
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Preparations for unifying CopyDisplayToOutput
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2017-02-15 22:47:50 +01:00 |
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Henrik Rydgard
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5c918da774
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Minor cleanups (combined two identical enums, misc)
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2017-02-15 11:06:59 +01:00 |
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Henrik Rydgard
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6d4d638746
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D3D11: Fix some color issues by doing thing similarly to DX9. Can be optimized later.
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2017-02-14 01:31:45 +01:00 |
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Henrik Rydgard
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780006489e
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D3D11 Attempt at fixing Star Ocean stencil .. doesn't quite work.
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2017-02-13 17:29:50 +01:00 |
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Henrik Rydgard
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94860b6636
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Additional D3D11 fixes
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2017-02-13 01:38:52 +01:00 |
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Henrik Rydgård
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6033b1ee05
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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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2017-02-12 18:29:58 +01:00 |
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Henrik Rydgård
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bbdb0ee195
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Fix the stencil buffer initialization stuff (not sure it's 100% working et)
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2017-02-12 13:55:49 +01:00 |
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Henrik Rydgård
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07c88ef2b0
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D3D11: Fix reverse colors in drawpixels, fix a potential crash
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2017-02-12 12:07:37 +01:00 |
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Henrik Rydgård
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abbd6cb1d1
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Fix DrawActiveTexture, now Buffered Rendering is starting to work
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2017-02-12 11:20:55 +01:00 |
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Henrik Rydgård
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f7717063a8
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Assorted fixes for memory leaks etc
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2017-02-10 14:41:32 +01:00 |
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Henrik Rydgard
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3f4e14f504
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D3D11: Lumines is now playable in non-buffered, with reverse colors.
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2017-02-10 11:25:24 +01:00 |
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Henrik Rydgard
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f9b840dbfd
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More D3D11 progress
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2017-02-10 00:01:56 +01:00 |
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Henrik Rydgard
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01f46e7a5d
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Make the first generated D3D11 shaders compile, fix various warnings
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2017-02-09 15:04:21 +01:00 |
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Henrik Rydgard
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76587ec61c
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Further stuff.
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2017-02-09 13:28:59 +01:00 |
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