Henrik Rydgard
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7b3f84aae8
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More buildfixes for Windows on ARM
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2017-03-05 10:52:08 +01:00 |
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Henrik Rydgard
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e9f2f82863
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Windows Mobile 10 D3D11 fixes
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2017-03-05 10:15:56 +01:00 |
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Henrik Rydgard
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5d4700ae7e
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Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
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2017-03-03 14:18:40 +01:00 |
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Henrik Rydgard
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f95459ab0d
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Fix bug where we tried to set aniso even if unsupported. Fixes #9377
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2017-03-03 14:16:15 +01:00 |
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Henrik Rydgård
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92d082b74d
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Don't crash hard on shutdown if sharing ISOs over the network
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2017-03-02 11:07:24 +01:00 |
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Henrik Rydgard
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a0688d4161
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Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372
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2017-03-02 10:49:47 +01:00 |
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Henrik Rydgard
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d46397627e
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Buildfixes
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2017-02-28 11:40:29 +01:00 |
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Henrik Rydgard
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26a2d42731
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Big mutex overhaul - remove our custom ones, make them non-recursive where possible
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2017-02-28 11:40:29 +01:00 |
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Henrik Rydgard
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50be4e72b2
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Get rid of our own silly reimplementation of std::thread
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2017-02-27 20:51:36 +01:00 |
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Henrik Rydgard
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5de190a45f
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D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
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2017-02-27 10:10:24 +01:00 |
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Henrik Rydgard
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c219ae9e63
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Further UWP fixes
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2017-02-25 09:57:24 +01:00 |
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Henrik Rydgard
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03dab0fdbd
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
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Henrik Rydgard
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f5fa238e22
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More minor changes to make GPU and native build on UWP later
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2017-02-24 20:26:38 +01:00 |
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Henrik Rydgard
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fcbc20f240
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Small changes to make Common and Core build under my preliminary UWP setup.
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2017-02-24 18:59:41 +01:00 |
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Henrik Rydgard
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79bd01efb8
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D3D11: Add support for viewing the depth and stencil buffers in the GE debugger
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2017-02-23 16:27:26 +01:00 |
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Henrik Rydgard
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acde17e3ce
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Improvements to D3D11 detection and error handling.
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2017-02-23 10:40:55 +01:00 |
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ASL97
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56431ca9ab
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Don't minimize PPSSPP when losing focus while fullscreen
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2017-02-23 05:51:25 +08:00 |
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Henrik Rydgard
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f24b1495ba
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Assorted texture format cleanup, prep for supporting D3D11 on Win7
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2017-02-22 16:23:04 +01:00 |
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Henrik Rydgard
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b94ad12aea
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D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup
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2017-02-21 11:35:06 +01:00 |
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Henrik Rydgard
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e16e1b6d7e
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GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers
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2017-02-21 11:10:44 +01:00 |
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Henrik Rydgård
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40e414cd75
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Merge pull request #9330 from hrydgard/xinput-multiple-pads
Let multiple XInput devices be mapped separately. Fixes #8250
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2017-02-21 10:52:15 +01:00 |
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Henrik Rydgard
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fd20788a67
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Missing initialization, warning fixes, fix display of tabs in fast text drawing
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2017-02-20 11:21:07 +01:00 |
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Henrik Rydgard
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947f8c5bdd
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Let multiple XInput devices be mapped separately. Fixes #8250
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2017-02-19 15:02:47 +01:00 |
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Henrik Rydgard
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b75e299b4f
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Linux buildfix
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2017-02-19 13:11:35 +01:00 |
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Henrik Rydgard
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387ad7e4d6
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OpenGL DrawContext texture handling cleanup, fixing some bugs.
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2017-02-19 12:25:37 +01:00 |
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Henrik Rydgard
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1c33ac8dc1
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Fix even more confusion around 4-bit RGBA texture formats
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2017-02-19 11:09:42 +01:00 |
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Henrik Rydgard
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eabcb22623
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Refactor away SetImageData
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2017-02-19 11:02:24 +01:00 |
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Henrik Rydgard
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d7238c39e9
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Disable logic ops, the D3D11 debug layer says they don't work anyway..
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2017-02-18 12:17:51 +01:00 |
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Henrik Rydgard
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5a0ee6cc36
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Add some plumbing to be able to reach DX11.1 features.
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2017-02-18 01:54:28 +01:00 |
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Henrik Rydgard
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6a09d45aee
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D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks.
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2017-02-18 01:41:08 +01:00 |
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Henrik Rydgard
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584650a0c2
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Initial preparations for logic op support
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2017-02-18 01:41:08 +01:00 |
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Henrik Rydgard
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e8396b10f9
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D3D11: Implement screenshots.
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2017-02-18 00:43:02 +01:00 |
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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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522ac5c739
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Add an escape route to D3D9 in case D3D11 fails to initialize. Cleanups.
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2017-02-17 19:53:24 +01:00 |
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Henrik Rydgard
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2fabe3e1c5
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Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
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2017-02-17 19:23:01 +01:00 |
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Henrik Rydgard
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f8305e8e47
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Windows: Add main menu item for Direct3D11
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2017-02-17 16:04:00 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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Henrik Rydgard
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a847de9522
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Fix some minor gl bugs
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2017-02-15 23:56:38 +01:00 |
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Henrik Rydgard
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0fb1e95bac
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Remove GLSL program argument to DrawActiveTexture - bind before instead.
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2017-02-15 22:47:44 +01:00 |
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Henrik Rydgard
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5c918da774
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Minor cleanups (combined two identical enums, misc)
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2017-02-15 11:06:59 +01:00 |
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Henrik Rydgard
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cbf24a9d78
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Get rid of "AutoInit", instead always keep the network initialized.
See #9305
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2017-02-14 13:12:02 +01:00 |
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Henrik Rydgard
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77d087776c
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D3D11: Support window resize
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2017-02-14 11:21:53 +01:00 |
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Henrik Rydgard
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94860b6636
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Additional D3D11 fixes
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2017-02-13 01:38:52 +01:00 |
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Henrik Rydgård
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6033b1ee05
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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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2017-02-12 18:29:58 +01:00 |
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Henrik Rydgård
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07c88ef2b0
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D3D11: Fix reverse colors in drawpixels, fix a potential crash
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2017-02-12 12:07:37 +01:00 |
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Henrik Rydgård
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abbd6cb1d1
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Fix DrawActiveTexture, now Buffered Rendering is starting to work
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2017-02-12 11:20:55 +01:00 |
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Henrik Rydgård
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04b803e2f6
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D3D11: Change init method for textures, so we can support mipmapping
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2017-02-10 15:40:51 +01:00 |
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Henrik Rydgard
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a8dc9360f0
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D3D11: Fix clears
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2017-02-10 10:32:32 +01:00 |
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Henrik Rydgard
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5ee3b534ed
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More D3D11 improvements
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2017-02-10 10:26:18 +01:00 |
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Henrik Rydgard
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aba669c3e6
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D3D11: Cube now visible
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2017-02-10 00:30:42 +01:00 |
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