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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b7f58a6704
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D3D11 depal: Directly index into the texture using Load() instead of messing with samplers.
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2017-02-17 17:15:00 +01:00 |
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Henrik Rydgard
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373c6ba12f
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More D3D11 fixes, hopefully without breaking DX9
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2017-02-13 02:07:27 +01:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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f1c96c056d
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Move all the GL/D3D9 FBO code into thin3d.
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2017-02-06 11:40:16 +01:00 |
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Henrik Rydgard
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731af0d0b4
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Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager
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2016-03-31 00:49:10 +02:00 |
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Henrik Rydgard
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cfcfd406fc
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Start porting TextureCache. Lots of stubbing going on.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Unknown W. Brackets
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c8fc9b0bf3
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Cleanup some incorrect handling of clut offset.
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2015-04-26 00:31:00 -07:00 |
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Unknown W. Brackets
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5b61c03b7f
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Avoid accidental sign ext for > 24 bit clut shift.
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2015-04-26 00:26:24 -07:00 |
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Unknown W. Brackets
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105087d367
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dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
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2015-03-01 11:28:06 -08:00 |
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Unknown W. Brackets
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1dfecbf2b8
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d3d: Actually upload the clut texture.
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2015-03-01 11:27:28 -08:00 |
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Henrik Rydgard
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78190f3e8c
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DX9: Hook up the depalettize code. Doesn't work yet though.
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2015-03-01 11:24:45 -08:00 |
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Henrik Rydgard
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0c9f541a43
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Move depalettize-shader generator to Common
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2015-03-01 11:15:27 -08:00 |
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