Henrik Rydgard
99711815b5
Unify some ignored command table entries
2017-03-14 13:25:52 +01:00
Henrik Rydgard
d9c19cc9ee
Unify matrix, dither and signal table entries
2017-03-14 13:24:35 +01:00
Henrik Rydgard
3f795799c9
Setup a global GPU command table, and start moving stuff into it.
2017-03-14 13:21:24 +01:00
Henrik Rydgård
eb73a28140
Add new log category FRAMEBUF
2017-03-13 13:55:29 +01:00
Henrik Rydgard
b0bd7e3c6f
Minor changes for compatibility with VS2017
2017-03-12 17:33:00 +01:00
Henrik Rydgard
21d97a7947
Dirty UVSCALEOFFSET on every draw call.
...
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
e33428414f
Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures.
2017-03-11 13:10:38 +01:00
Henrik Rydgard
9bb81a24c0
Fix bug where we'd reload the post shader information every frame. Fixes #9410
2017-03-11 12:25:43 +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 Rydgård
7be5a18ef8
Don't need a uint in the stencil draw shader
2017-03-10 00:11:02 +01:00
Henrik Rydgård
e74749f2b2
A function renamed, some logging improvements
2017-03-10 00:11:00 +01:00
Henrik Rydgård
ee48a075b0
UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode.
2017-03-07 15:32:53 +01:00
Henrik Rydgård
ed16096365
Don't crash if not enough memory to save a state. Very annoying.
...
Minor tweaks.
2017-03-07 15:32:34 +01:00
Henrik Rydgård
474db602ca
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
Henrik Rydgård
90e0079c98
GE Debugger D3D11: Support displaying the current texture
2017-03-06 16:46:15 +01:00
Henrik Rydgård
07bfde357d
D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
2017-03-06 16:39:23 +01:00
Henrik Rydgård
440e72d250
Clean up among the logs. Remove MASTER_LOG.
2017-03-06 13:10:23 +01:00
Henrik Rydgard
5d5844632a
Fix shader issues with D3D11 feature level 9
2017-03-05 22:56:33 +01:00
Henrik Rydgard
bb3e211088
Fix bad initialization of featureLevels, breaking things in #9361
2017-03-05 22:33:18 +01:00
Henrik Rydgard
042d09a049
Fix #9390 , also unbreak D3D11 screenshots
2017-03-05 20:30:39 +01:00
Henrik Rydgard
a04e24c300
Further D3D11 on mobile fixes
2017-03-05 14:05:04 +01:00
Henrik Rydgard
61c6d83b6e
D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs
2017-03-05 12:40:09 +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
7b3f84aae8
More buildfixes for Windows on ARM
2017-03-05 10:52:08 +01:00
Henrik Rydgard
9d116505cf
D3D11: Add a large amounts of asserts
2017-03-05 10:34:44 +01:00
Henrik Rydgard
480a05d845
D3D11: Specify DepthClipEnable = TRUE when creating rasterizer states, required on D3D11_level_9. Fixes the Pursuit Force glitch in #9361
2017-03-05 10:34:28 +01:00
xebra
7364dbea3b
[spline/bezier]Implement hardware tessellation on D3D11.
2017-03-04 22:53:40 +09:00
Henrik Rydgard
26a2d42731
Big mutex overhaul - remove our custom ones, make them non-recursive where possible
2017-02-28 11:40:29 +01:00
Henrik Rydgård
d84f579928
Merge pull request #9356 from xebra/hw_tess_vulkan
...
Hardware Tessellation on Vulkan
2017-02-26 09:12:11 +01:00
Henrik Rydgard
5ba53addb5
D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345 , thanks @ufdada
2017-02-26 00:05:08 +01:00
xebra
7b72f87308
[spline/bezier]Add support for unsupported device about HW tess.
2017-02-25 19:28:13 +09:00
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
89ac1a5c4a
Minor D3D11 scissor fix
2017-02-24 12:33:27 +01:00
Henrik Rydgard
8eb668ea59
D3D11: Enable pixel depth rounding. GL: Fix a crash bug
2017-02-23 20:40:53 +01:00
Henrik Rydgård
c355947bca
Merge pull request #9350 from hrydgard/d3d11-postproc
...
D3D11 postprocessing shaders
2017-02-23 20:39:28 +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
ccef648d3d
Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong.
2017-02-23 14:51:05 +01:00
Henrik Rydgard
731026c199
D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly.
2017-02-23 12:42:28 +01:00
Henrik Rydgard
f1e015f577
Basic postshader translation to D3D11 works. On-the-fly switching seems broken though.
2017-02-23 12:42:28 +01:00
Henrik Rydgard
e7612c13da
Initial work on post-shader translation for D3D11
2017-02-23 12:42:24 +01:00
Henrik Rydgard
0954ecf28c
D3D11: Expand 16-bit texture formats to 32-bit if they are not supported, like on Windows 7. Part of issue #9317
2017-02-22 17:31:01 +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
f772066c54
Remove some unnecessary error handling paths
2017-02-21 11:29:51 +01:00
Henrik Rydgard
78abf7453c
Add some comments and a sanity check, fix a minor leak
2017-02-21 10:58:21 +01:00
Henrik Rydgard
4c6ca76681
D3D11: Fix texture loading crash on 32-bit platforms
2017-02-20 10:15:41 +01:00
Henrik Rydgard
4c897ff853
Forgot to delete CheckFullHash duplicates
2017-02-20 00:21:54 +01:00
Henrik Rydgard
4652c6af28
Some member variable renaming to match the convention
2017-02-20 00:19:58 +01:00
Henrik Rydgard
f753573332
Unify HandleTextureChange
2017-02-20 00:13:21 +01:00
Henrik Rydgard
f15e25c4b5
Centralize SetTexture
2017-02-20 00:05:23 +01:00