* Add HDR support
* Attempt to fix Mingw build and Metal builds
* (D3D12) Fix relative header includes
* Add missing hdr_sm5.hlsl.h
* (d3d12_common.c) Some C89 build fixes
* Fix MSVC build
* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL
* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before
* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)
* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)
* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR
* Move away from camelcase named variables
* Fix RARCH_ERR logs - they need a newline at the end
* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function
* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead
* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space
* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata
* (DXGI) dxgi_check_display_hdr_support - better error handling?
* Fix typo
* Remove video_force_resolution
* (D3D12) Address TODO/FIXME
* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader
* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t
* (D3D11) Add HDR support
* Add TODO/FIXME notes
* Cache hdr_enable in video_frame_info_t
* Update comment
.add a d3d10 driver.
.add more utility functions to d3d*_common files.
.add an image transfer/convert function to dxgi_common.
.various refactors / style nits.
Avoids painful manual loading and wrapping function pointers everywhere
...
Reusable for cores, so move to libretro-common.
Also update built-in Vulkan headers.
Formerly, the fragment shader conversion pass did not write required uniform
declarations. This resulted in use of undefined symbols in some cases. In turn
conversion of some shaders to GLSL were broken.
This fixes conversion of some shaders, most prominently the hq shaders.
Fixed classic controller's analogs, were not working at all.
Restored sixaxis controller support, now with completely rewroten library.
Changed detection order (GC, Sixaxis, Wiimote/Nunchuck/Classic, left wiimote at the end, otherwise we needed to disconnect it to be able to use GC controller or sixaxis controller.