Henrik Rydgård
92d082b74d
Don't crash hard on shutdown if sharing ISOs over the network
2017-03-02 11:07:24 +01:00
Henrik Rydgard
a0688d4161
Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372
2017-03-02 10:49:47 +01:00
Henrik Rydgard
d46397627e
Buildfixes
2017-02-28 11:40:29 +01:00
Henrik Rydgard
26a2d42731
Big mutex overhaul - remove our custom ones, make them non-recursive where possible
2017-02-28 11:40:29 +01:00
Henrik Rydgard
50be4e72b2
Get rid of our own silly reimplementation of std::thread
2017-02-27 20:51:36 +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.
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Minor cleanups.
2017-02-27 10:10:24 +01:00
Henrik Rydgard
c219ae9e63
Further UWP fixes
2017-02-25 09:57:24 +01:00
Henrik Rydgard
03dab0fdbd
More UWP prep
2017-02-25 09:57:22 +01:00
Henrik Rydgard
f5fa238e22
More minor changes to make GPU and native build on UWP later
2017-02-24 20:26:38 +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 Rydgård
c355947bca
Merge pull request #9350 from hrydgard/d3d11-postproc
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D3D11 postprocessing shaders
2017-02-23 20:39:28 +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
e7612c13da
Initial work on post-shader translation for D3D11
2017-02-23 12:42:24 +01:00
Henrik Rydgard
acde17e3ce
Improvements to D3D11 detection and error handling.
2017-02-23 10:40:55 +01:00
ASL97
56431ca9ab
Don't minimize PPSSPP when losing focus while fullscreen
2017-02-23 05:51:25 +08:00
Henrik Rydgard
f24b1495ba
Assorted texture format cleanup, prep for supporting D3D11 on Win7
2017-02-22 16:23:04 +01:00
Henrik Rydgard
b94ad12aea
D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup
2017-02-21 11:35:06 +01:00
Henrik Rydgard
e16e1b6d7e
GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers
2017-02-21 11:10:44 +01:00
Henrik Rydgård
40e414cd75
Merge pull request #9330 from hrydgard/xinput-multiple-pads
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Let multiple XInput devices be mapped separately. Fixes #8250
2017-02-21 10:52:15 +01:00
Henrik Rydgard
fd20788a67
Missing initialization, warning fixes, fix display of tabs in fast text drawing
2017-02-20 11:21:07 +01:00
Henrik Rydgard
947f8c5bdd
Let multiple XInput devices be mapped separately. Fixes #8250
2017-02-19 15:02:47 +01:00
Henrik Rydgard
b75e299b4f
Linux buildfix
2017-02-19 13:11:35 +01:00
Henrik Rydgard
387ad7e4d6
OpenGL DrawContext texture handling cleanup, fixing some bugs.
2017-02-19 12:25:37 +01:00
Henrik Rydgard
1c33ac8dc1
Fix even more confusion around 4-bit RGBA texture formats
2017-02-19 11:09:42 +01:00
Henrik Rydgard
eabcb22623
Refactor away SetImageData
2017-02-19 11:02:24 +01:00
Henrik Rydgard
d7238c39e9
Disable logic ops, the D3D11 debug layer says they don't work anyway..
2017-02-18 12:17:51 +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
6a09d45aee
D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks.
2017-02-18 01:41:08 +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.
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Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
Henrik Rydgard
522ac5c739
Add an escape route to D3D9 in case D3D11 fails to initialize. Cleanups.
2017-02-17 19:53:24 +01:00
Henrik Rydgard
2fabe3e1c5
Fix a number of resource leaks, both D3D11-only and general.
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Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard
f8305e8e47
Windows: Add main menu item for Direct3D11
2017-02-17 16:04:00 +01:00
Henrik Rydgard
4538edad14
Work towards enabling shader blending on D3D11
2017-02-17 12:21:18 +01:00
Henrik Rydgard
a847de9522
Fix some minor gl bugs
2017-02-15 23:56:38 +01:00
Henrik Rydgard
0fb1e95bac
Remove GLSL program argument to DrawActiveTexture - bind before instead.
2017-02-15 22:47:44 +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.
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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 Rydgard
bc2885ba0a
Update glslang submodule
2017-02-14 23:32:54 +01:00
Henrik Rydgard
cbf24a9d78
Get rid of "AutoInit", instead always keep the network initialized.
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See #9305
2017-02-14 13:12:02 +01:00
Henrik Rydgard
77d087776c
D3D11: Support window resize
2017-02-14 11:21:53 +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
07c88ef2b0
D3D11: Fix reverse colors in drawpixels, fix a potential crash
2017-02-12 12:07:37 +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
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
aba669c3e6
D3D11: Cube now visible
2017-02-10 00:30:42 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +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
Henrik Rydgard
9dd3e18ed4
Fix two minor issues with D3D UI
2017-02-08 17:09:59 +01:00
Henrik Rydgard
096018a163
Texcache: Unify AttachFramebuffer, misc
2017-02-08 15:37:40 +01:00
Henrik Rydgard
a846c4f68f
More assorted D3D11 fixes. The samplemask in SetBlendState was the problem.
2017-02-08 14:55:03 +01:00
Henrik Rydgard
768c87ebd3
Fix another D3D11 bug, still no dice...
2017-02-08 13:36:20 +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
Henrik Rydgard
534a65c610
Remove thin3d buffer->SetData
2017-02-07 18:42:32 +01:00
Henrik Rydgard
691539b428
Stub new UpdateBuffer API
2017-02-07 18:16:52 +01:00
Henrik Rydgard
099b628097
Initial work on D3D11 buffers
2017-02-07 18:04:31 +01:00
Henrik Rydgard
08cebe99fc
D3D11: Fix a bunch of errors. Still no buffers or drawing.
2017-02-07 12:12:05 +01:00
Henrik Rydgard
abc80ae770
Enough D3D11 to stumble to the first thin3d draw call. Buffers not implemented yet.
2017-02-07 11:44:44 +01:00
Henrik Rydgard
e5c20b47cd
Add new headers to "dx9sdk" for D3D11. Enable building of the very early d3d11 code.
2017-02-07 09:29:23 +01:00
Henrik Rydgard
55aa879216
A lot of buildfixes
2017-02-06 16:16:43 +01:00
Henrik Rydgard
be557fc323
Remove fbo_preferred_z_bitdepth
2017-02-06 11:40:16 +01:00
Henrik Rydgard
e42f5e6f46
Rename the fbo_ functions to match the rest of DrawContext.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
ad29974a56
Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
948e2284fd
VK/D3D11 early prep
2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
41f770d815
Move dx_state into gfx/d3d9_state
2017-02-05 20:54:24 +01:00
Henrik Rydgard
ba52ba8714
Move global.cpp to native/gfx/d3d9_shader.cpp
2017-02-05 20:50:17 +01:00
Henrik Rydgard
a8f69e7d64
More DX cleanup
2017-02-05 20:06:56 +01:00
Henrik Rydgård
668023967d
Merge pull request #9269 from xebra/hw_tess_gles4
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Fix supporting gl_InstanceID.
2017-02-01 15:16:25 +01:00
xebra
7bdfbd81af
Fix OES_texture_npot to GL_OES_texture_npot.
2017-02-01 21:38:06 +09:00
Henrik Rydgård
9b1315b12c
Merge pull request #9266 from xebra/hw_tess_gles4
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Fix OES_texture_float to GL_OES_texture_float.
2017-02-01 09:27:45 +01:00
zhyk
0629054783
Do not create thread to handle SDL joystick events in Qt build.
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Caused crashes on MacOS Sierra (10.12).
2017-02-01 14:37:36 +08:00
xebra
918bee8801
Add support OES_texture_half_float.
2017-02-01 14:37:03 +09:00
xebra
51c34e8157
Fix OES_texture_float to GL_OES_texture_float.
2017-02-01 12:30:36 +09:00
xebra
d6fe5d4ba0
Add supports floating-point-texture into GL extensions.
2017-01-31 23:37:05 +09:00
Henrik Rydgard
5d78fbdf21
Buildfix
2017-01-30 16:03:03 +01:00
Henrik Rydgard
20d9e60a67
Just some renaming. Start moving away from the "thin3d" name
2017-01-30 14:38:31 +01:00
Henrik Rydgard
5b1b4329fd
GL: some extra error checks for texture loading
2017-01-29 14:19:58 +01:00
Henrik Rydgard
363ba8dc16
Quickfix software rendering with the GL backend enabled.
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Will make a cleaner solution later. Fixes #9247
2017-01-28 16:55:23 +01:00
Henrik Rydgard
52a4467a46
Disable the GPU mutex in single core mode. On some platforms it's expensive enough to show up in profiles even though it's useless.
2017-01-27 10:17:44 +01:00
Henrik Rydgård
f5cef88e14
Workaround for exit crash on Android. Need to rethink this...
2017-01-26 11:57:48 +01:00
Henrik Rydgård
ec20cf7f88
QT buildfix attempt
2017-01-24 20:59:47 +01:00
Henrik Rydgård
9d5371a8ba
Thin3d: More rigorous handling of RGBA4444 texture formats
2017-01-24 20:59:00 +01:00
Henrik Rydgård
5d6097d33c
Add infrastructure for checking for supported DataFormats
2017-01-24 20:59:00 +01:00
Henrik Rydgård
528af8a939
Simplification around textures
2017-01-24 20:59:00 +01:00
Henrik Rydgård
d8dbb8389b
Make buffer binding more Vulkan/Metal-like
2017-01-24 20:59:00 +01:00
Henrik Rydgård
58ecda4e4b
Minor D3D11 work (input layouts)
2017-01-24 20:59:00 +01:00
Henrik Rydgård
411d31ffe0
Typo fix
2017-01-24 20:59:00 +01:00
Henrik Rydgård
8654d42528
DrawContext API change: introduce TextureDesc
2017-01-24 20:59:00 +01:00
Henrik Rydgård
d2c4cbacad
Delete unnecessary form of CreateTexture
2017-01-24 20:58:59 +01:00
Henrik Rydgård
5e92a94175
Buildfix
2017-01-24 20:58:59 +01:00