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 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
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Import SPIRV-Cross. This will be used later to translate post-processing shaders...
2017-02-15 10:45:42 +01:00
Henrik Rydgard
a8ee70f23d
Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use.
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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
Henrik Rydgard
3653b12dac
Travis: Switch to NDK 13b
2017-02-14 23:32:54 +01:00
Henrik Rydgard
bc2885ba0a
Update glslang submodule
2017-02-14 23:32:54 +01:00
Henrik Rydgård
9ed55f2190
Merge pull request #9307 from LunaMoo/cwc_import_db_fix
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Fix importing first cheat from database list
2017-02-14 22:25:11 +01:00
LunaMoo
89ef06936f
Fix importing first cheat from database list
2017-02-14 21:47:43 +01:00
Henrik Rydgård
bbd74d9efe
Merge pull request #9299 from xebra/fake_mipmap
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Fix fake mipmap issue related #5350
2017-02-14 21:34:55 +01:00
xebra
e2f9dc8f28
Add support compat to fake mipmap hacks.
2017-02-15 01:02:51 +09:00
xebra
7975addad0
Fix small issue.
2017-02-15 01:02:51 +09:00
xebra
ef536ae54d
Move wasted checks in FastRunLoop() to Execute_TexLevel()
2017-02-15 01:02:50 +09:00
xebra
945e603072
Fix fake mipmap issue related #5350
2017-02-15 01:02:50 +09:00
Henrik Rydgard
cbf24a9d78
Get rid of "AutoInit", instead always keep the network initialized.
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See #9305
2017-02-14 13:12:02 +01:00
Henrik Rydgard
6e940dfeda
D3D11, Vulkan: Switch to 4x3 matrixes where possible.
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Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgård
38c2922bce
Merge pull request #9296 from hrydgard/d3d11-impl
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D3D11 Backend
2017-02-14 11:22:24 +01:00
Henrik Rydgard
77d087776c
D3D11: Support window resize
2017-02-14 11:21:53 +01:00
Henrik Rydgard
a9e267ae7a
Enable dualsource blend effects (glows on transparent things in Wipeout, for example)
2017-02-14 10:36:58 +01:00
Henrik Rydgard
56b3a823ba
D3D11: Improved alpha/color test, like in GL/Vulkan
2017-02-14 10:34:55 +01:00
Henrik Rydgard
b5034c4e00
Hide the D3D11 backend if Windows version is older than Win8
2017-02-14 10:33:42 +01:00
Henrik Rydgard
b51bcd2247
D3D11 Stencil ref fix, fixes Star Ocean stencil-depth
2017-02-14 01:54:00 +01:00
Henrik Rydgard
6d4d638746
D3D11: Fix some color issues by doing thing similarly to DX9. Can be optimized later.
2017-02-14 01:31:45 +01:00
Henrik Rydgard
780006489e
D3D11 Attempt at fixing Star Ocean stencil .. doesn't quite work.
2017-02-13 17:29:50 +01:00
Henrik Rydgard
cef8dc907d
Last one for today
2017-02-13 02:12:49 +01:00
Henrik Rydgard
373c6ba12f
More D3D11 fixes, hopefully without breaking DX9
2017-02-13 02:07:27 +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
142b30836a
DX9 typo fix in PackDepthBuffer
2017-02-12 17:50:37 +01:00
Henrik Rydgård
328201978f
D3D11: Prepare for dual src blending support
2017-02-12 17:10:04 +01:00
Henrik Rydgård
3b12ac5f05
D3D11: Stencil and scissor work
2017-02-12 17:09:53 +01:00
Henrik Rydgård
cb407a4019
Minor tweaks
2017-02-12 16:21:24 +01:00
Henrik Rydgård
4f2fb10347
Further D3D11 fixes
2017-02-12 16:14:14 +01:00
Henrik Rydgård
05bdf8abbf
Windows GEDebugger: Make display list view DPI-aware for easier debugging on high-dpi screens
2017-02-12 14:11:14 +01:00
Henrik Rydgård
bbdb0ee195
Fix the stencil buffer initialization stuff (not sure it's 100% working et)
2017-02-12 13:55:49 +01:00
Henrik Rydgård
6efdde9ea4
D3D11: Fix build issue in Release mode. Triangle fan workaround.
2017-02-12 12:12:36 +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
4fbb537c92
Assorted D3D11 fixes
2017-02-12 12:02:13 +01:00
Henrik Rydgård
abbd6cb1d1
Fix DrawActiveTexture, now Buffered Rendering is starting to work
2017-02-12 11:20:55 +01:00
Henrik Rydgård
0ae06b0148
Android buildfix
2017-02-11 10:52:43 +01:00