Commit Graph

34 Commits

Author SHA1 Message Date
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