pcsx2/plugins/GSdx/Renderers/DX11
lightningterror 5d0eefeebd gsdx-hw: Cleanup a bit EmulateZbuffer.
Update the comment to reflect recent changes,

Rename DepthMask to MaxDepth,

use a mask shift to get z format,

Do vs cb padding on d3d11.
2020-06-06 23:56:41 +02:00
..
GSDevice11.cpp gsdx-d3d11: Remove exclusive fullscreen code used in legacy gsopen. 2020-05-16 08:43:25 +02:00
GSDevice11.h gsdx-hw: Cleanup a bit EmulateZbuffer. 2020-06-06 23:56:41 +02:00
GSRendererDX11.cpp gsdx-hw: Cleanup a bit EmulateZbuffer. 2020-06-06 23:56:41 +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: Port/add depth mask support to EmulateZbuffer. 2020-06-06 23:56:41 +02:00