compiling direct x version
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07-21-2013, 10:06 AM
Post: #46
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RE: compiling direcx x version
(07-19-2013 01:28 PM)Ced2911 Wrote: Hi, i started a port to xbox 360, which use directx9. wow,that really nice thing you make there!now to find someone great to do this job,my knowledge is on the ground,hmm anyone interested to try code?this quite go long for know.maybe should suggest on github or something... my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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08-28-2013, 04:22 PM
Post: #47
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RE: compiling direct x version
any news about directx support ??
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09-18-2013, 08:26 AM
Post: #48
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RE: compiling direct x version
(08-28-2013 04:22 PM)slamandar Wrote: any news about directx support ??Some considerable progress has been made. A working XBOX360 port is available. Unfortunately there seams to be difficulties porting DirectX GPU to Windows. For more information read these pull requests comments: 1. Dx9gpu for X360; 2. PPc Jit; 3. Put the DirectX9 stuff into a namespace; 4. Fix directx9 so it builds on Windows (but doesn't work); 5. Make the dx9 renderer working in headless mode; 6. [gpu] move GetIndexBounds to common. After this, just make sure you periodically monitor open and closed pull requests for changes related to DirectX or GPU Common, and let's just hope it's going to be fixed soon. |
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10-12-2013, 02:27 PM
Post: #49
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RE: compiling direct x version
hmm,no latest thing about dx here?it been a while but it seem like there is no new commit relate to dx anyways,as usual the latest ppsspp still crash on startup for me.i'm eager for testing dx version,but still no workaround for it.
p/s:kinda into the shader thing now,look awesome for testing my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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10-15-2013, 06:58 AM
Post: #50
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RE: compiling direct x version
aki21, please look at this thread: http://forums.ppsspp.org/showthread.php?tid=6856
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10-17-2013, 03:06 PM
Post: #51
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RE: compiling direct x version
I just noticed that PPSSPP uses OGL. I thought it uses DX. So that's why SweetFX is incompatible. haha
Athlon x4 635 @3.5 660 OC 2GB 4GB DDR3 @7-7-7-20 Gamers cannot gain anything without first giving something in return, to obtain something of equal value must be lost that is gaming world's first law of equivalent exchange. In those days, I really believed that would be the world's one and only truth. |
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11-16-2013, 08:00 AM
Post: #52
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RE: compiling direct x version
there is no new about directx9 backend yet?been a while though.
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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11-16-2013, 08:28 AM
Post: #53
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RE: compiling direct x version
(11-16-2013 08:00 AM)aki21 Wrote: there is no new about directx9 backend yet?been a while though. Sometime they still work at this it really low priority though, Just asking if we got directx9 backend there are will increase some performance on PC except playable on intel user ? I worse write english so take easy on me (even my own language realy bad T_T) Rig to test now : Windows 8 64 bit (Laptop) Intel® Core™ i3-3110M (2.4GHz, 3MB L3 Cache) Nvidia GT720M 2GB |
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11-16-2013, 11:03 AM
Post: #54
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RE: compiling direct x version
(11-16-2013 08:28 AM)Ritori Wrote:(11-16-2013 08:00 AM)aki21 Wrote: there is no new about directx9 backend yet?been a while though. probably better than opengl i think,(not really sure,but on dolphin emu it stated dx9 is faster than opengl)but it sure will help window user that have problem with the compability,as example though maybe amd user that have problem with driver or other.the purpose is to overcome the compability some user face.unless the thread ppsspp has stop working will pop up all in the forum,also i just wonder if there are improvement in the code though,what i hear just ppsspp headless for debug purpose only. my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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11-23-2013, 10:36 PM
Post: #55
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RE: compiling direct x version | |||
11-23-2013, 11:32 PM
Post: #56
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RE: compiling direct x version
(11-23-2013 10:36 PM)Bigpet Wrote: I tried to make a very hackish simple ANGLE port, try to take this *.exe and the 2 ANGLE *.dlls in this archive and place them into a PPSSPP installation directory and try it please (backup the original exe). can you upload the dll to dropbox,i can't go through the mega web since im download using mobile. my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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11-23-2013, 11:53 PM
Post: #57
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RE: compiling direct x version
Well i tried this versión
- Ui buggy with some characters - Ge Debug won't work says Sorry unimplemented - Read framebuffer Says Sorry unimplemented - Some Buggy parts in the general but better little faster Quote:can you upload the dll to dropbox,i can't go through the mega web since im download using mobile. You have copy two libraries libegl.dll and libglesv2.dll in PPSSPP directori |
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11-23-2013, 11:57 PM
(This post was last modified: 11-23-2013 11:59 PM by aki21.)
Post: #58
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RE: compiling direct x version
damn it work!!!!!,hell ya.my games booting fine without opengl 2.0 + rep for you,this what I wait.also what the function of the dll though.
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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11-24-2013, 12:07 AM
(This post was last modified: 11-24-2013 12:18 AM by Bigpet.)
Post: #59
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RE: compiling direct x version
The dlls are from the ANGLE project by google. They emulate OpenGL ES 2 on DirectX9 devices. The same API is used by both Firefox and Chrome (and optionally by Qt) to emulate WebGL on Windows machines (so it's still under active development)
And yes, the GEDebugger relies on some desktop GL functionality that I haven't ported over, so I removed them temporarily. Like I said, this is a quick proof of concept hack. |
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11-24-2013, 12:23 AM
Post: #60
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RE: compiling direct x version
better than I though even with a bug all over place but not really bad.
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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