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