vlj
|
12fc6e6145
|
d3d12: Use separate vertex constant buffer for good
|
2015-08-12 00:25:42 +02:00 |
vlj
|
6d61e36f5d
|
d3d12: Fix for rsx_fp_dynamic_test2
The compare function shouldn't be swizzled.
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2015-08-12 00:25:41 +02:00 |
vlj
|
824b9aa628
|
d3d12: make depth read optionnal
|
2015-08-12 00:25:41 +02:00 |
vlj
|
487fd4dc2a
|
d3d12: Start implementing depth to u8 conversion shader
Not used atm
|
2015-08-12 00:25:40 +02:00 |
vlj
|
e88d45b1bf
|
d3d12: Fix for Intel HD4600
|
2015-08-12 00:25:40 +02:00 |
vlj
|
cb14697aa0
|
d3d12: Honor adaptater selection + debug output layer
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2015-08-12 00:25:39 +02:00 |
vlj
|
6e8b94a7e1
|
Add config option for d3d debug layer and adaptater
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2015-08-12 00:25:39 +02:00 |
vlj
|
18e3e74070
|
d3d12: Fix depth read size
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2015-08-12 00:25:38 +02:00 |
vlj
|
c08ac779f4
|
d3d12: src and dst were inverted, fix it
now depth buffer is properly read, but it is too little
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2015-08-12 00:25:38 +02:00 |
vlj
|
2031944792
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d3d12: Do transition when reading depth buffer
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2015-08-12 00:25:37 +02:00 |
vlj
|
fafcce6d5f
|
d3d12: Implement write depth buffer callback
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2015-08-12 00:25:37 +02:00 |
vlj
|
986a39fcfb
|
d3d12: clean upload command lists as well
|
2015-08-12 00:25:36 +02:00 |
vlj
|
75202ac55b
|
d3d12: properly clean textures
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2015-08-12 00:25:36 +02:00 |
vlj
|
1076727c75
|
d3d12: Use a heap for scale offset and fragment buffer too
|
2015-08-12 00:25:35 +02:00 |
vlj
|
740354d2c9
|
d3d12: Fix depth format mismatch
|
2015-08-12 00:25:35 +02:00 |
vlj
|
e6146e4ecb
|
d3d12: Fix single channel texture
Should now display font properly
|
2015-08-12 00:25:34 +02:00 |
vlj
|
4a89432d39
|
d3d12: Implement blend decoding
|
2015-08-12 00:25:34 +02:00 |
vlj
|
312ff7e8f5
|
RSX: Fix for default value of temp reg
|
2015-08-12 00:25:33 +02:00 |
vlj
|
727f54dd32
|
d3d12: Record command while gpu is busy rendering previous frame + cleaning fixes
|
2015-08-12 00:25:33 +02:00 |
vlj
|
71b9caf65a
|
d3d12: Duplicate all resource to do real double buffering
|
2015-08-12 00:25:32 +02:00 |
vlj
|
5872144165
|
d3d12: Move texture code to another file + add the copy command as soon as possible
|
2015-08-12 00:25:32 +02:00 |
vlj
|
abbd244376
|
d3d12: Fix fractal not animated in dynamic test 2
|
2015-08-12 00:25:31 +02:00 |
raven02
|
1471afcfe6
|
D3DGS naming fix
|
2015-08-12 00:25:31 +02:00 |
vlj
|
b5f91a6e75
|
d3d12: Fix for vertex decompiler
|
2015-08-12 00:25:30 +02:00 |
raven02
|
b2577833f9
|
d3d12: DP2A
|
2015-08-12 00:25:30 +02:00 |
vlj
|
31ea9068de
|
d3d12: Use true default value for vertex decompiler
|
2015-08-12 00:25:29 +02:00 |
raven02
|
9fc50fcce5
|
d3d12: Fix for vertex decompiler
|
2015-08-12 00:25:29 +02:00 |
vlj
|
a9425fcf2a
|
d3d12: Pass first clear value as clear optimised value to RTTs
|
2015-08-12 00:23:52 +02:00 |
vlj
|
eb1b8b748a
|
d3d12: Fix for fragment decompiler
|
2015-08-12 00:23:51 +02:00 |
vlj
|
f2985f12c1
|
d3d12: Use heap for vertex buffer
It should consume less memory.
|
2015-08-12 00:23:51 +02:00 |
Zangetsu38
|
2aedd0633f
|
Fix crash after launch game one mode release.
Fix Temporary.
|
2015-08-12 00:23:50 +02:00 |
vlj
|
7b25483b67
|
d3d12: depth read doesnt crash anymore
|
2015-08-12 00:23:50 +02:00 |
vlj
|
3f31976080
|
d3d12: Update
|
2015-08-12 00:23:49 +02:00 |
vlj
|
422a9f1fdc
|
d3d12: Use VertexProgramDecompiler
|
2015-08-12 00:23:49 +02:00 |
vlj
|
d2beafca4d
|
d3d12: Update
|
2015-08-12 00:23:48 +02:00 |
vlj
|
5681781ab0
|
GL: Forgot hunk
|
2015-08-12 00:23:48 +02:00 |
vlj
|
05d6c8df60
|
d3d12: Update
|
2015-08-12 00:23:47 +02:00 |
vlj
|
07449abfc6
|
d3d12: Add more functions
|
2015-08-12 00:23:47 +02:00 |
vlj
|
72c84cb8aa
|
d3d12: Add some more functions
|
2015-08-12 00:23:46 +02:00 |
vlj
|
bf8a48e3bd
|
d3d12: Some work to decompiler
|
2015-08-12 00:23:46 +02:00 |
vlj
|
c465b6699a
|
d3d12: Use the fragment decompile class
|
2015-08-12 00:23:45 +02:00 |
vlj
|
edb9a97c17
|
d3d12: Some fix to quad emulation mode
|
2015-08-12 00:23:45 +02:00 |
vlj
|
445c7dd884
|
d3d12: Use a default value of 1 for .w channel of output in Vertex Program
|
2015-08-12 00:23:44 +02:00 |
vlj
|
2985f2d6e3
|
d3d12: Use naive vertex buffer offset
|
2015-08-12 00:23:44 +02:00 |
vlj
|
a279aebf31
|
d3d12: Use an indexed draw for unindexed quad
|
2015-08-12 00:23:43 +02:00 |
vlj
|
cbd7d3d614
|
d3d12: Fix depth being offseted by .5 + add depth buffer support
|
2015-08-12 00:23:43 +02:00 |
vlj
|
5640e81eb5
|
d3d12: Forgot hunk
|
2015-08-12 00:23:42 +02:00 |
vlj
|
4114df50c2
|
d3d12: Use correct VS debug macro + cleaning
|
2015-08-12 00:23:41 +02:00 |
vlj
|
1f9c8f757a
|
d3d12: Add a swizzle to texture
Looks like shader4componentmapping doesnt work, maybe a bug.
|
2015-08-12 00:23:41 +02:00 |
vlj
|
3a75e6a357
|
d3d12: Some fixe to textures
|
2015-08-12 00:23:40 +02:00 |