I am updating the D3D11 graphics backend such that it actually uses D3D11 interfaces to manage things under the covers.
New features which will be introduced by the branch (but aren't yet) include:
But first, I need to make sure the base code changes will work on the platforms dolphin supports: Vista up through the latest, with D3D10(or is it 10.1?) graphics card.
Please report back if you have any issues running a game on D3D on this build:
https://dl.dropboxusercontent.com/u/3596...c69e2c8.7z
Sources:
https://github.com/shuffle2/dolphin/tree/d3d-init
New features which will be introduced by the branch (but aren't yet) include:
- Better detection of available GPUs and modes.
- Allow detection and optional usage of new D3D and DXGI features if they are available.
- Making WARP (and maybe reference) device(s) available (useful for testing for driver bugs/running with no GPU).
- Allowing one to set a lower D3D version on the device (useful for testing for dolphin bugs).
- And it should generally interoperate better with DXGI/DWM/fullscreen/etc.
- Fix running dolphin over RDP :>
But first, I need to make sure the base code changes will work on the platforms dolphin supports: Vista up through the latest, with D3D10(or is it 10.1?) graphics card.
Please report back if you have any issues running a game on D3D on this build:
https://dl.dropboxusercontent.com/u/3596...c69e2c8.7z
Sources:
https://github.com/shuffle2/dolphin/tree/d3d-init