Unknown W. Brackets
|
138837ac54
|
Vulkan: Add texture image readback.
This way we can see how it was decoded, scaled, etc. This also helps
seeing texture cache invalidation issues.
|
2017-11-06 00:29:01 -08:00 |
|
Henrik Rydgård
|
8d0209c7e4
|
Stop leaking framebuffers on shutdown. Fix other shutdown issues.
|
2017-11-01 21:43:08 +01:00 |
|
Henrik Rydgård
|
ed2731d197
|
Vulkan: Fix depal and shader blending.
|
2017-10-31 12:35:00 +01:00 |
|
Henrik Rydgård
|
97dced543e
|
Share the conversion code between vulkan and D3D, fixing the missing format thing.
|
2017-10-29 14:42:51 +01:00 |
|
Henrik Rydgård
|
613cc46285
|
Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
|
2017-10-26 10:57:00 +02:00 |
|
Henrik Rydgård
|
02f76ae4a8
|
Rendering basics now works.
|
2017-10-26 10:56:59 +02:00 |
|
Henrik Rydgård
|
0a0494ef8e
|
It builds! With some shortcuts, of course.
|
2017-10-26 10:56:59 +02:00 |
|
Henrik Rydgård
|
84ed793adf
|
Initial work on render queue manager
|
2017-10-26 10:56:59 +02:00 |
|
Henrik Rydgård
|
017d3da067
|
Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
Fixes an issue where after switching to D3D9 on a PC without the D3D9 runtime, it's impossible to start PPSSPP anymore.
|
2017-10-20 11:53:07 +02:00 |
|
Henrik Rydgård
|
62972cb891
|
D3D11: Move to CopyFramebufferToSync where easily possible.
|
2017-10-11 13:34:31 +02:00 |
|
Henrik Rydgård
|
16e68aa7c7
|
Get rid of BindFramebufferForRead
|
2017-10-10 14:49:07 +02:00 |
|
Henrik Rydgård
|
5bbe0eb69a
|
Move GL readback to a Thin3D abstraction
|
2017-10-10 14:48:58 +02:00 |
|
Henrik Rydgård
|
8c1bfb876f
|
Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.
|
2017-08-28 13:47:31 +02:00 |
|
Henrik Rydgård
|
137b79c708
|
Fix more review comments.
|
2017-05-30 09:38:05 +02:00 |
|
Henrik Rydgård
|
bd9f3af0bd
|
Add a way to query the current renderpass (for debug checks)
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgard
|
0c70735bc4
|
Buffered rendering is starting to work, though still kinda broken.
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
2b93338255
|
Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgard
|
32728553bd
|
Further steps towards Vulkan framebuffer support
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
a7dd6d6085
|
Further steps towards Vulkan framebuffer support
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
6bcfe539f7
|
Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
35aefe4a2a
|
BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
3b6fa9be87
|
Start work on separating frame from backbuffer renderpass
|
2017-05-30 09:36:17 +02:00 |
|
Henrik Rydgård
|
c0f6a24a21
|
Fix issue where we were a little too aggressive when eliminating calls to SetRenderTarget
|
2017-03-23 10:02:28 +01:00 |
|
Henrik Rydgard
|
52cd3164ee
|
Hook up the backbuffer. PPSSPP draws now, though with issues.
|
2017-03-23 10:02:27 +01:00 |
|
Henrik Rydgård
|
f4a0c4504f
|
Fixes to GPU system information. Fixes #9434
|
2017-03-16 09:48:10 +01:00 |
|
Henrik Rydgard
|
8a8360ef96
|
Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9)
|
2017-03-12 16:30:53 +01:00 |
|
Henrik Rydgard
|
042d09a049
|
Fix #9390, also unbreak D3D11 screenshots
|
2017-03-05 20:30:39 +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
|
340f0cff2c
|
Prepare for supporting manual screen rotation
|
2017-03-05 10:54:45 +01:00 |
|
Henrik Rydgard
|
5de190a45f
|
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.
|
2017-02-27 10:10:24 +01:00 |
|
Henrik Rydgard
|
fcbc20f240
|
Small changes to make Common and Core build under my preliminary UWP setup.
|
2017-02-24 18:59:41 +01:00 |
|
Henrik Rydgard
|
79bd01efb8
|
D3D11: Add support for viewing the depth and stencil buffers in the GE debugger
|
2017-02-23 16:27:26 +01:00 |
|
Henrik Rydgard
|
f24b1495ba
|
Assorted texture format cleanup, prep for supporting D3D11 on Win7
|
2017-02-22 16:23:04 +01:00 |
|
Henrik Rydgard
|
387ad7e4d6
|
OpenGL DrawContext texture handling cleanup, fixing some bugs.
|
2017-02-19 12:25:37 +01:00 |
|
Henrik Rydgard
|
eabcb22623
|
Refactor away SetImageData
|
2017-02-19 11:02:24 +01:00 |
|
Henrik Rydgard
|
5a0ee6cc36
|
Add some plumbing to be able to reach DX11.1 features.
|
2017-02-18 01:54:28 +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
|
0e8aeaea3a
|
D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
|
2017-02-18 00:07:49 +01:00 |
|
Henrik Rydgard
|
5c918da774
|
Minor cleanups (combined two identical enums, misc)
|
2017-02-15 11:06:59 +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 Rydgård
|
04b803e2f6
|
D3D11: Change init method for textures, so we can support mipmapping
|
2017-02-10 15:40:51 +01:00 |
|
Henrik Rydgard
|
aba669c3e6
|
D3D11: Cube now visible
|
2017-02-10 00:30:42 +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 |
|
Henrik Rydgard
|
82f8bfeb66
|
DrawContext: Remove the old way of setting uniforms
|
2017-02-08 13:07:38 +01:00 |
|
Henrik Rydgard
|
9bdae8f32e
|
DrawContext: Use uniform buffers on all platforms (simulated where necessary)
|
2017-02-08 12:55:58 +01:00 |
|
Henrik Rydgard
|
fe1b593c15
|
DrawContext: Initial implementation of dynamic UBO support
|
2017-02-08 12:26:48 +01:00 |
|
Henrik Rydgard
|
41fecc8c16
|
More D3D11 basics. Only dynamic constant buffers left, then it should display the UI.
|
2017-02-07 19:45:09 +01:00 |
|
Henrik Rydgard
|
d78d3bb25f
|
Change the API for updating buffers from the CPU to be cleaner
|
2017-02-07 19:04:44 +01:00 |
|