xebra
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56f80ace90
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[spline/bezier]Unify the word "tesselate" to "tessellate".
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2017-03-09 18:04:16 +09:00 |
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xebra
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29791faf00
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[spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working.
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2017-03-09 17:56:19 +09:00 |
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xebra
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8d7f3f1e0c
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[spline/bezier]Fix not enough spline buffer causes crash.
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2017-03-09 16:12:24 +09:00 |
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Henrik Rydgård
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ee48a075b0
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UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode.
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2017-03-07 15:32:53 +01:00 |
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Henrik Rydgård
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ed16096365
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Don't crash if not enough memory to save a state. Very annoying.
Minor tweaks.
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2017-03-07 15:32:34 +01:00 |
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Henrik Rydgård
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474db602ca
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UWP: Fix screen rotation in non-buffered rendering mode
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2017-03-07 15:32:26 +01:00 |
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Henrik Rydgård
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1496e2caa2
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Fix possible crash when task switching on Android
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2017-03-06 17:04:55 +01:00 |
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Henrik Rydgård
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90e0079c98
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GE Debugger D3D11: Support displaying the current texture
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2017-03-06 16:46:15 +01:00 |
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Henrik Rydgård
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07bfde357d
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D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
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2017-03-06 16:39:23 +01:00 |
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Henrik Rydgård
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a895936913
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More log cleanup. Fix resize issue: Fixes #9392
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2017-03-06 13:50:22 +01:00 |
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Henrik Rydgård
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440e72d250
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Clean up among the logs. Remove MASTER_LOG.
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2017-03-06 13:10:23 +01:00 |
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Henrik Rydgard
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5d5844632a
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Fix shader issues with D3D11 feature level 9
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2017-03-05 22:56:33 +01:00 |
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Henrik Rydgard
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bb3e211088
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Fix bad initialization of featureLevels, breaking things in #9361
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2017-03-05 22:33:18 +01:00 |
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Henrik Rydgård
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18898fb965
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Merge pull request #9388 from LunaMoo/PostShaderRefresh
Add PostShader option to force 60fps for animated effects
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2017-03-05 21:56:03 +01:00 |
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Henrik Rydgard
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042d09a049
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Fix #9390, also unbreak D3D11 screenshots
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2017-03-05 20:30:39 +01:00 |
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LunaMoo
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2b0ab12c4d
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Add PostShader option to force 60fps for animated effects
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2017-03-05 15:04:22 +01:00 |
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Henrik Rydgard
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a04e24c300
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Further D3D11 on mobile fixes
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2017-03-05 14:05:04 +01:00 |
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Henrik Rydgard
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61c6d83b6e
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D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs
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2017-03-05 12:40:09 +01:00 |
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Henrik Rydgard
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116edcb77a
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Take the D3D11 feature level into account when creating shaders. May help #9369
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2017-03-05 12:31:33 +01:00 |
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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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9d116505cf
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D3D11: Add a large amounts of asserts
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2017-03-05 10:34:44 +01:00 |
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Henrik Rydgard
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480a05d845
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D3D11: Specify DepthClipEnable = TRUE when creating rasterizer states, required on D3D11_level_9. Fixes the Pursuit Force glitch in #9361
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2017-03-05 10:34:28 +01:00 |
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xebra
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7364dbea3b
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[spline/bezier]Implement hardware tessellation on D3D11.
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2017-03-04 22:53:40 +09:00 |
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xebra
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a0907ab7bb
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[spline/bezier]Fix shared uniform a bit.
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2017-03-04 22:53:39 +09:00 |
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Henrik Rydgard
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a272a4ee3f
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Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed.
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2017-03-03 14:19:36 +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 Rydgard
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147d311acb
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Fix typo with isAllowTexture2D for hardware tesselation
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2017-03-03 12:32:01 +01:00 |
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Henrik Rydgard
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700e533622
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Minor D3D9 cleanups
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2017-03-02 12:29:23 +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 Rydgård
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ba6ab0bd36
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Buildfix, warning fix
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2017-02-27 23:09:12 +01:00 |
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Henrik Rydgård
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d84f579928
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Merge pull request #9356 from xebra/hw_tess_vulkan
Hardware Tessellation on Vulkan
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2017-02-26 09:12:11 +01:00 |
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Henrik Rydgard
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5ba53addb5
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D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345, thanks @ufdada
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2017-02-26 00:05:08 +01:00 |
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xebra
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6022b40346
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[spline/bezier]Handle deleting sampler of TessellationDataTransferVulkan.
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2017-02-26 00:27:25 +09:00 |
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xebra
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f9ab61a005
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[spline/bezier]Implement hardware tessellation on Vulkan.
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2017-02-25 19:28:15 +09:00 |
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xebra
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7b72f87308
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[spline/bezier]Add support for unsupported device about HW tess.
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2017-02-25 19:28:13 +09:00 |
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xebra
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0172bbe8aa
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[spline/bezier]Minor fixes for HW tess GLES.
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2017-02-25 18:40:20 +09:00 |
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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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fa80cfa4aa
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Additional UWP preparations
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2017-02-25 09:57:14 +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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89ac1a5c4a
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Minor D3D11 scissor fix
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2017-02-24 12:33:27 +01:00 |
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Henrik Rydgård
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f065f100ee
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Merge pull request #9352 from LunaMoo/upscalingStuff
Minor workaround for 5xBR
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2017-02-23 23:04:36 +01:00 |
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Henrik Rydgard
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b1971d266b
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Protect Unswizzle from bad alignment of the destination. Might help #9134
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2017-02-23 23:03:01 +01:00 |
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LunaMoo
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d6c2944aac
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Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
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2017-02-23 22:54:50 +01:00 |
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Henrik Rydgard
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98763655e7
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Plug a memory leak in the GLES texture cache. Fixes #9089
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2017-02-23 22:41:13 +01:00 |
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Henrik Rydgard
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8eb668ea59
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D3D11: Enable pixel depth rounding. GL: Fix a crash bug
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2017-02-23 20:40:53 +01:00 |
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Henrik Rydgård
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c355947bca
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Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
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2017-02-23 20:39:28 +01:00 |
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