pcsx2/plugins/GSdx/Renderers/DX11
lightningterror 2cd9aff867 gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers.
It helps light rendering in SW Battlefront 2, VP2 also triggers it but needs to be further tested what it does.
2019-07-08 00:40:54 +02:00
..
GSDevice11.cpp gsdx-d3d11: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
GSDevice11.h gsdx-d3d11: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
GSRendererDX11.cpp gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers. 2019-07-08 00:40:54 +02:00
GSRendererDX11.h GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend). 2019-06-13 13:25:46 +02:00
GSTexture11.cpp gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used 2019-06-16 20:42:28 +02:00
GSTexture11.h gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used 2019-06-16 20:42:28 +02:00
GSTextureCache11.cpp GSdx-TC11: Add support for depth formats in Direct3D11 Texture Cache. 2018-12-10 00:17:04 +01:00
GSTextureCache11.h gsdx: Move GSTexturecache files from Common to HW renderer. 2019-02-11 18:18:02 +01:00
GSTextureFX11.cpp gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already. 2019-06-16 20:42:28 +02:00