Commit Graph

8 Commits

Author SHA1 Message Date
Triang3l 45050b2380 [GPU] Vulkan fragment shader interlock RB and related fixes/cleanup
Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12.
Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety).
There is also some code cleanup for things spotted during the development of the feature.
2022-10-09 22:06:41 +03:00
Triang3l 0d14ae01bb [D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes 2020-05-11 22:40:52 +03:00
Triang3l b8ec553f96 [Shader Playground] DXBC and domain shader output 2020-04-18 14:01:27 +03:00
Margen67 09e1028154 Remove (hopefully) last OpenGL leftovers & crunch
Crunch is unused.
2019-11-08 09:10:51 -08:00
Ben Vanik 2b3b423776 Mostly complete new GLSL translator (modulo flow control). 2015-12-05 17:44:06 -08:00
Ben Vanik d2f7cc1602 Reworking translator code to be pretty sexy. 2015-11-29 16:55:42 -08:00
Ben Vanik 65130edaa1 First pass ShaderTranslator base type, able to disasm in msft style. 2015-11-28 16:19:04 -08:00
Ben Vanik eb3b7d0b75 Adding a tool to interactively assemble/disassemble shaders using XNA. 2015-11-28 16:10:26 -08:00