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
9d116505cf
D3D11: Add a large amounts of asserts
2017-03-05 10:34:44 +01:00
Henrik Rydgard
c219ae9e63
Further UWP fixes
2017-02-25 09:57:24 +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
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
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 Rydgård
6033b1ee05
D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
2017-02-12 18:29:58 +01:00
Henrik Rydgård
abbd6cb1d1
Fix DrawActiveTexture, now Buffered Rendering is starting to work
2017-02-12 11:20:55 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +01:00
Henrik Rydgard
01f46e7a5d
Make the first generated D3D11 shaders compile, fix various warnings
2017-02-09 15:04:21 +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