Commit graph

1624 commits

Author SHA1 Message Date
Henrik Rydgard
acde17e3ce Improvements to D3D11 detection and error handling. 2017-02-23 10:40:55 +01:00
ASL97
56431ca9ab Don't minimize PPSSPP when losing focus while fullscreen 2017-02-23 05:51:25 +08:00
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 Rydgård
40e414cd75 Merge pull request #9330 from hrydgard/xinput-multiple-pads
Let multiple XInput devices be mapped separately. Fixes #8250
2017-02-21 10:52:15 +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
947f8c5bdd Let multiple XInput devices be mapped separately. Fixes #8250 2017-02-19 15:02:47 +01:00
Henrik Rydgard
b75e299b4f Linux buildfix 2017-02-19 13:11:35 +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
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
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
0fb1e95bac Remove GLSL program argument to DrawActiveTexture - bind before instead. 2017-02-15 22:47:44 +01:00
Henrik Rydgard
5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgard
cbf24a9d78 Get rid of "AutoInit", instead always keep the network initialized.
See #9305
2017-02-14 13:12:02 +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
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
aba669c3e6 D3D11: Cube now visible 2017-02-10 00:30:42 +01:00
Henrik Rydgard
f9b840dbfd More D3D11 progress 2017-02-10 00:01:56 +01:00
Henrik Rydgard
76587ec61c Further stuff. 2017-02-09 13:28:59 +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
Henrik Rydgard
9dd3e18ed4 Fix two minor issues with D3D UI 2017-02-08 17:09:59 +01:00
Henrik Rydgard
096018a163 Texcache: Unify AttachFramebuffer, misc 2017-02-08 15:37:40 +01:00
Henrik Rydgard
a846c4f68f More assorted D3D11 fixes. The samplemask in SetBlendState was the problem. 2017-02-08 14:55:03 +01:00
Henrik Rydgard
768c87ebd3 Fix another D3D11 bug, still no dice... 2017-02-08 13:36:20 +01:00
Henrik Rydgard
82f8bfeb66 DrawContext: Remove the old way of setting uniforms 2017-02-08 13:07:38 +01:00
Henrik Rydgard
9bdae8f32e DrawContext: Use uniform buffers on all platforms (simulated where necessary) 2017-02-08 12:55:58 +01:00
Henrik Rydgard
fe1b593c15 DrawContext: Initial implementation of dynamic UBO support 2017-02-08 12:26:48 +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
d78d3bb25f Change the API for updating buffers from the CPU to be cleaner 2017-02-07 19:04:44 +01:00
Henrik Rydgard
534a65c610 Remove thin3d buffer->SetData 2017-02-07 18:42:32 +01:00
Henrik Rydgard
691539b428 Stub new UpdateBuffer API 2017-02-07 18:16:52 +01:00
Henrik Rydgard
099b628097 Initial work on D3D11 buffers 2017-02-07 18:04:31 +01:00