pcsx2/plugins/GSdx/Renderers/DX11
lightningterror d0cb0f59d9 gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
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: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo. 2019-07-08 00:40:54 +02:00
GSRendererDX11.cpp gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo. 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-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo. 2019-07-08 00:40:54 +02:00