Stenzek
|
ac1cd8279b
|
D3D12: Implement GPU-based bounding box
|
2016-05-08 12:08:25 +10:00 |
Stenzek
|
74275bdfe3
|
D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
|
2016-02-28 17:24:09 +10:00 |
Stenzek
|
04257029e0
|
D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
|
2016-02-28 17:18:45 +10:00 |
Stenzek
|
649b94338e
|
D3D12: Cleanup/refactoring of teardown process
|
2016-02-28 17:18:42 +10:00 |
Stenzek
|
5c1a708977
|
D3D12: Clean up debug device creation path
|
2016-02-28 17:18:39 +10:00 |
Lioncash
|
6b08194728
|
D3D12: Get rid of safe deletion macros
Anything these macros provided can be obsoleted by using
the correct standard library types.
|
2016-02-16 02:09:06 -05:00 |
hdcmeta
|
8cc686b360
|
D3D12: Initial commit for D3D12 backend implementation.
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2016-02-15 09:48:25 -08:00 |