Triang3l
|
a30f8d6374
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[D3D12] DXBC RDEF cbuffers
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2018-08-29 19:46:38 +03:00 |
Triang3l
|
3edf41bea4
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[D3D12] DXBC RDEF constants
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2018-08-29 18:05:50 +03:00 |
Triang3l
|
6d783fd3bf
|
[D3D12] DXBC RDEF types
|
2018-08-29 16:57:29 +03:00 |
Triang3l
|
443e371a94
|
[D3D12] Make SHM t0 and textures t1+ in VS as in DXBC SHM will be added first
|
2018-08-28 17:42:11 +03:00 |
Triang3l
|
b3650a4b66
|
[D3D12] 6_5_5 texture format
|
2018-08-28 16:22:31 +03:00 |
Triang3l
|
c2a5b65f8d
|
[D3D12] Packed texture format swizzles
|
2018-08-28 16:10:26 +03:00 |
Triang3l
|
df22ef2e6a
|
[D3D12] EDRAM store sorting fix and RT base logging
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2018-08-28 14:58:52 +03:00 |
Triang3l
|
ccb57373fe
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[D3D12] DXBC RDEF header
|
2018-08-27 22:21:37 +03:00 |
Triang3l
|
90a36e3818
|
[D3D12] Alphatest fix and HLSL style cleanup
|
2018-08-27 17:21:57 +03:00 |
Triang3l
|
285de2a521
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[D3D12] DXBC string append
|
2018-08-27 16:53:59 +03:00 |
Triang3l
|
1dc98d9133
|
[D3D12] DXBC size and checksum
|
2018-08-27 16:18:21 +03:00 |
Triang3l
|
945ced4996
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[D3D12] Begin writing the DXBC translator
|
2018-08-27 15:58:58 +03:00 |
Triang3l
|
8ced574c6f
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[D3D12] Add DXBC tokens and checksum
|
2018-08-27 15:18:30 +03:00 |
Triang3l
|
629a8e0e25
|
[D3D12] Profile GPU time via BeginFrame
|
2018-08-27 12:54:15 +03:00 |
Triang3l
|
6d48b856b9
|
[D3D12] Point sprites and color exponent bias
|
2018-08-27 12:36:09 +03:00 |
Triang3l
|
1818905366
|
[D3D12] Add a flag to toggle half pixel offset
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2018-08-26 23:50:38 +03:00 |
Triang3l
|
660a606f5e
|
[D3D12] Make depth buffers less important than color in case of EDRAM aliasing
|
2018-08-26 20:26:49 +03:00 |
Triang3l
|
592873cf9f
|
[D3D12] Quad list geometry shader
|
2018-08-26 19:51:20 +03:00 |
Triang3l
|
2c24622bdb
|
[D3D12] Align size given by GetCopyableFootprints, fix device loss in Halo: Reach
|
2018-08-26 19:04:28 +03:00 |
Triang3l
|
85677af156
|
[D3D12] Translate shaders before updating render targets so color mask is valid
|
2018-08-26 17:45:23 +03:00 |
Triang3l
|
e819a41300
|
[D3D12] Banjo-Kazooie/Tooie top tile clear fix (rendering still broken in Tooie)
|
2018-08-26 16:45:21 +03:00 |
Triang3l
|
91ef453534
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[D3D12] Try to reload textures when a watch is triggered
|
2018-08-26 14:52:18 +03:00 |
Triang3l
|
227268ef65
|
[D3D12] Cleanup raw buffer view creation
|
2018-08-26 13:09:47 +03:00 |
Triang3l
|
79d43bb943
|
[D3D12] Refactor compute pipeline creation
|
2018-08-26 00:56:41 +03:00 |
Triang3l
|
791c275fab
|
[D3D12] Cleanup object destruction in Shutdown functions
|
2018-08-26 00:24:25 +03:00 |
Triang3l
|
ff014d47d4
|
[D3D12] Refactor root signature creation
|
2018-08-25 23:37:11 +03:00 |
Triang3l
|
110d4724f9
|
Merge branch 'master' into d3d12
|
2018-08-25 23:26:32 +03:00 |
Triang3l
|
dba8ab4eed
|
[D3D12] Refactor descriptors and resolve logging
|
2018-08-25 22:42:18 +03:00 |
gibbed
|
de43afbb54
|
Fix warnings when building on newer Windows 10 SDK versions.
|
2018-08-25 14:23:20 -05:00 |
Triang3l
|
50470d67a8
|
[D3D12] 32bpp and 20e4 clearing in resolves
|
2018-08-25 17:03:06 +03:00 |
Triang3l
|
66510b2e6f
|
[D3D12] Experimental incomplete custom sample positions, disabled by default
|
2018-08-25 14:38:55 +03:00 |
Triang3l
|
304544cc72
|
[D3D12] Fix Y half-pixel offset
|
2018-08-25 10:50:47 +03:00 |
Triang3l
|
961c7e1198
|
[D3D12] Set 32bpp tile mode for all 32bpp formats
|
2018-08-25 10:29:52 +03:00 |
Triang3l
|
2c6224ad37
|
[D3D12] 32bpp tiling shader
|
2018-08-25 01:16:35 +03:00 |
Triang3l
|
4a747b3b81
|
[D3D12] Resolve shader and draw
|
2018-08-24 22:40:22 +03:00 |
Triang3l
|
dd17cd3f9f
|
[D3D12] Make RT heaps 48 MB so 2560x1024 RT can be resolved to R32G32B32A32
|
2018-08-23 23:25:42 +03:00 |
Triang3l
|
2e79eac976
|
[D3D12] Window output
|
2018-08-23 19:50:11 +03:00 |
Triang3l
|
ea1abdaa6e
|
[D3D12] Raw 32bpp resolve
|
2018-08-23 13:25:36 +03:00 |
Triang3l
|
bc4125584c
|
[D3D12] Shorten and batch barriers
|
2018-08-22 23:00:56 +03:00 |
Triang3l
|
d204e9ba74
|
[D3D12] 32bpp raw resolve shader
|
2018-08-22 21:15:02 +03:00 |
Triang3l
|
2d8527c9df
|
[D3D12] Common root constants for EDRAM load/store and single sample load
|
2018-08-22 19:54:51 +03:00 |
Triang3l
|
c4f80aac0d
|
[D3D12] EDRAM layout of a rectangle and other resolve stuff
|
2018-08-22 17:33:43 +03:00 |
Triang3l
|
ddc8f17fa5
|
[D3D12] Depth untiling, update depth resolve documentation
|
2018-08-21 23:05:41 +03:00 |
Triang3l
|
da1be211eb
|
[D3D12] Add red/blue swap to EDRAM loads and describe resolve modes
|
2018-08-21 22:04:06 +03:00 |
Triang3l
|
d628e92ff5
|
[D3D12] Resolve target dimensions
|
2018-08-20 19:09:04 +03:00 |
Triang3l
|
f9fdcbb2dc
|
[D3D12] Resolve dimension calculation
|
2018-08-20 17:58:20 +03:00 |
Triang3l
|
153c6bf713
|
[D3D12] Refactor EDRAM load/store pipelines into modes
|
2018-08-19 21:11:16 +03:00 |
Triang3l
|
1a4fc3bde2
|
[GPU] Add texture signedness enumeration
For sign_x, sign_y, sign_z and sign_w fields of xe_gpu_texture_fetch_t.
|
2018-08-19 15:25:20 +03:00 |
Triang3l
|
e3a50a207d
|
[D3D12] SHM functions needed for resolves
|
2018-08-18 22:43:02 +03:00 |
Triang3l
|
36cc19017a
|
[D3D12] HLSL compilation fixes (still can't map one Halo 3 shader to vs_5_1)
|
2018-08-18 21:53:14 +03:00 |