396 Commits

Author SHA1 Message Date
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
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
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.
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.
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