Henrik Rydgard
a847de9522
Fix some minor gl bugs
2017-02-15 23:56:38 +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
0fb1e95bac
Remove GLSL program argument to DrawActiveTexture - bind before instead.
2017-02-15 22:47:44 +01:00
Henrik Rydgard
d084da9e04
DrawActiveTexture: Don't allow passing in nullptr as a GLES program
2017-02-15 21:51:40 +01:00
Henrik Rydgard
3ac0fc2466
Move compiledraw2dprogram out of DrawActiveTexture
2017-02-15 21:51:39 +01:00
Henrik Rydgard
f95ab4a0fa
One more step
2017-02-15 21:51:39 +01:00
Henrik Rydgard
8f48816baa
Move CalcShaderUniforms to FramebufferCommon
2017-02-15 21:51:38 +01:00
Henrik Rydgard
dfc71f32cb
Initial work on shader translation using glslang+spirv-cross
2017-02-15 21:51:33 +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
xebra
e2f9dc8f28
Add support compat to fake mipmap hacks.
2017-02-15 01:02:51 +09:00
xebra
7975addad0
Fix small issue.
2017-02-15 01:02:51 +09:00
xebra
ef536ae54d
Move wasted checks in FastRunLoop() to Execute_TexLevel()
2017-02-15 01:02:50 +09:00
xebra
945e603072
Fix fake mipmap issue related #5350
2017-02-15 01:02:50 +09:00
Henrik Rydgard
6e940dfeda
D3D11, Vulkan: Switch to 4x3 matrixes where possible.
...
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +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
56b3a823ba
D3D11: Improved alpha/color test, like in GL/Vulkan
2017-02-14 10:34:55 +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
142b30836a
DX9 typo fix in PackDepthBuffer
2017-02-12 17:50:37 +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
Henrik Rydgård
f7717063a8
Assorted fixes for memory leaks etc
2017-02-10 14:41:32 +01:00
Henrik Rydgard
7750ee9f7b
D3D11: Fix reversed colors, stencil improvements
2017-02-10 11:36:09 +01:00
Henrik Rydgard
3f4e14f504
D3D11: Lumines is now playable in non-buffered, with reverse colors.
2017-02-10 11:25:24 +01:00
Henrik Rydgard
a8dc9360f0
D3D11: Fix clears
2017-02-10 10:32:32 +01:00
Henrik Rydgard
5ee3b534ed
More D3D11 improvements
2017-02-10 10:26:18 +01:00
Henrik Rydgard
9a6f3ccfad
D3D11: Fix depth state
2017-02-10 00:37:56 +01:00
Henrik Rydgard
aba669c3e6
D3D11: Cube now visible
2017-02-10 00:30:42 +01:00
Henrik Rydgard
a7ea169797
cube.elf now runs in D3D11 mode, still blackscreen
2017-02-10 00:07:23 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +01:00