Henrik Rydgard
4364569cf4
Move TexCacheEntry outside the TextureCacheCommon class. Nested structs are annoying.
2017-02-19 18:53:30 +01:00
Henrik Rydgard
387ad7e4d6
OpenGL DrawContext texture handling cleanup, fixing some bugs.
2017-02-19 12:25:37 +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
f868a0c4a1
D3D11: Fix crash with texture scaling enabled
2017-02-18 12:00:15 +01:00
Henrik Rydgard
bd6314325f
Crashfix
2017-02-18 03:00:22 +01:00
Henrik Rydgard
b0cdcfca3c
D3D11: Proper fix for DXT5 crash. May also help #9134 .
2017-02-18 02:41:17 +01:00
Henrik Rydgard
badd3669ca
Workaround for crash decoding DXT5 textures. This may be a clue to #9134
2017-02-18 02:32:33 +01:00
Henrik Rydgard
3713f4e6e6
D3D11: implement support for logic op blending when available
2017-02-18 02:14:26 +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
68ba3070bc
D3D11: Add enough debug readback support to support savestate thumbnails
2017-02-18 00:27:32 +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
b807442641
Fix another resource leak, and fix one of the last leak fixes :P
2017-02-17 19:41:06 +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
13a3d179d5
Further minor D3D11 fixes
2017-02-17 18:43:27 +01:00
Henrik Rydgard
061685678d
State management fixes. DBZ toon shader effect now works.
2017-02-17 17:34:21 +01:00
Henrik Rydgard
ba040559c1
Fix bugs. DBZ now shows outlines, though doesn't apply them correctly.
2017-02-17 17:00:35 +01:00
Henrik Rydgard
e83dd2b524
Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
2017-02-17 14:31:02 +01:00
Henrik Rydgard
b961117897
D3D11: Attempt a straight implementation of FramebufferBlit. Shader blending not yet working.
2017-02-17 12:51:37 +01:00
Henrik Rydgard
08d173ceee
Unify ApplyShaderBlending
2017-02-17 12:21:27 +01:00
Henrik Rydgard
4538edad14
Work towards enabling shader blending on D3D11
2017-02-17 12:21:18 +01:00
Henrik Rydgard
68c5a6c517
Unify CopyDisplayToOutput
2017-02-15 23:24:25 +01:00
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
f95ab4a0fa
One more step
2017-02-15 21:51:39 +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 Rydgard
a8ee70f23d
Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use.
...
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
a9e267ae7a
Enable dualsource blend effects (glows on transparent things in Wipeout, for example)
2017-02-14 10:36:58 +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
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
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
04b803e2f6
D3D11: Change init method for textures, so we can support mipmapping
2017-02-10 15:40:51 +01:00