iwubcode
b6d321bfb1
VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available)
2023-10-06 02:17:42 -05:00
iwubcode
3627398cf5
VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)
2023-06-28 17:15:31 -05:00
iwubcode
5d571b068f
VideoBackends: rework d3d11 to specify samplers/bound textures using a bitset with a constant size, instead of hardcoding each individual enumeration value
2023-02-24 11:32:48 -06:00
iwubcode
af313f8419
VideoCommon: add constant value to set the allowed maximum number of pixel samplers
2023-02-10 00:46:11 -06:00
Pokechu22
4a9b26de86
VideoCommon: Expose SamplerState to shaders
...
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pierre Bourdon
e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
...
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Stenzek
d0d010f854
D3D11: Make stateman a unique_ptr
2019-03-29 19:55:00 +10:00
Stenzek
1151a1238f
D3D11: Use ComPtr smart pointer where possible
2019-03-29 19:52:38 +10:00
Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
40845e6b8f
D3D: Make StateCache thread safe
2018-03-10 15:56:21 +10:00
Stenzek
31111ef143
D3D: Remove state stack from tracker, set explicitly instead
2018-02-22 19:40:55 +10:00
Stenzek
e18c7b1c33
D3D: Support state tracking of compute shaders
2018-02-22 19:11:27 +10:00
Stenzek
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
Tommaso Checchi
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
...
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00
Stenzek
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
Lioncash
278e406f0b
D3D/Render: Use std::array where applicable
2017-05-28 23:28:00 -04:00
BhaaL
23d99f2f2c
specify custom brace style to fix unions
...
BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Tillmann Karras
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
Jules Blok
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
shuffle2
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
...
D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
Yuriy O'Donnell
5688c27610
D3D: Moved setting texture by slot mask into StateManager
2014-12-17 23:41:26 +01:00
Jules Blok
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
Jules Blok
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
...
Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
Yuriy O'Donnell
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
...
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
0e18e9e80d
D3D: Removed cull mode changes for lines and points
...
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
...
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Yuriy O'Donnell
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00