Triang3l
|
961c7e1198
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[D3D12] Set 32bpp tile mode for all 32bpp formats
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2018-08-25 10:29:52 +03:00 |
Triang3l
|
2c6224ad37
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[D3D12] 32bpp tiling shader
|
2018-08-25 01:16:35 +03:00 |
Triang3l
|
4a747b3b81
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[D3D12] Resolve shader and draw
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2018-08-24 22:40:22 +03:00 |
Triang3l
|
dd17cd3f9f
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[D3D12] Make RT heaps 48 MB so 2560x1024 RT can be resolved to R32G32B32A32
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2018-08-23 23:25:42 +03:00 |
Triang3l
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2e79eac976
|
[D3D12] Window output
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2018-08-23 19:50:11 +03:00 |
Triang3l
|
ea1abdaa6e
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[D3D12] Raw 32bpp resolve
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2018-08-23 13:25:36 +03:00 |
Triang3l
|
bc4125584c
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[D3D12] Shorten and batch barriers
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2018-08-22 23:00:56 +03:00 |
Triang3l
|
d204e9ba74
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[D3D12] 32bpp raw resolve shader
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2018-08-22 21:15:02 +03:00 |
Triang3l
|
2d8527c9df
|
[D3D12] Common root constants for EDRAM load/store and single sample load
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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
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[D3D12] Depth untiling, update depth resolve documentation
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2018-08-21 23:05:41 +03:00 |
Triang3l
|
da1be211eb
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[D3D12] Add red/blue swap to EDRAM loads and describe resolve modes
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2018-08-21 22:04:06 +03:00 |
Triang3l
|
d628e92ff5
|
[D3D12] Resolve target dimensions
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2018-08-20 19:09:04 +03:00 |
Triang3l
|
f9fdcbb2dc
|
[D3D12] Resolve dimension calculation
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2018-08-20 17:58:20 +03:00 |
Triang3l
|
153c6bf713
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[D3D12] Refactor EDRAM load/store pipelines into modes
|
2018-08-19 21:11:16 +03:00 |
Triang3l
|
e3a50a207d
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[D3D12] SHM functions needed for resolves
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2018-08-18 22:43:02 +03:00 |
Triang3l
|
36cc19017a
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[D3D12] HLSL compilation fixes (still can't map one Halo 3 shader to vs_5_1)
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2018-08-18 21:53:14 +03:00 |
Triang3l
|
7ba2526fa8
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[D3D12] Move interpolators above position because it's more important for pixel shaders
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2018-08-18 18:47:13 +03:00 |
Triang3l
|
bd868ae6cc
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[D3D12] Fix a typo in linear texture address calculation
|
2018-08-18 18:37:20 +03:00 |
Triang3l
|
b0dd9b6fd0
|
[D3D12] Shutdown immediate textures in the destructor
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2018-08-18 15:25:30 +03:00 |
Triang3l
|
bfb781d293
|
[D3D12] Texture invalidation (incomplete)
|
2018-08-18 15:24:02 +03:00 |
Triang3l
|
9e21f5ab67
|
[D3D12] SHM watch creation
|
2018-08-18 00:16:55 +03:00 |
Triang3l
|
005040e885
|
[D3D12] Shared memory watch structures
|
2018-08-17 21:41:18 +03:00 |
Triang3l
|
e6ec390a04
|
[D3D12] Profile UpdateRenderTargets
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2018-08-17 17:53:01 +03:00 |
Triang3l
|
8d6b75418d
|
[D3D12] Clear present back buffer, more profiling scopes, remove logging in shared memory
|
2018-08-17 17:35:33 +03:00 |
Triang3l
|
bf0f20df9b
|
[D3D12] Immediate drawer
|
2018-08-17 16:55:31 +03:00 |
Triang3l
|
e572f65d11
|
[D3D12] DXT5A swizzle
|
2018-08-16 17:36:03 +03:00 |
Triang3l
|
ed7f4ec4be
|
[D3D12] Fix a typo in HLSL sqrt
|
2018-08-16 16:19:45 +03:00 |
Triang3l
|
14523145a2
|
[D3D12] ps_param_gen in HLSL
|
2018-08-16 15:53:55 +03:00 |
Triang3l
|
bb518407a2
|
[D3D12] Disable blending if it's 1*S+0*D
|
2018-08-16 14:16:56 +03:00 |
Triang3l
|
7ced7c932c
|
[D3D12] Fix a typo in a blending register name
|
2018-08-16 14:02:53 +03:00 |
Triang3l
|
d94ebaf580
|
[D3D12] HLSL alphatest
|
2018-08-16 13:44:48 +03:00 |
Triang3l
|
8d2bfd4b88
|
[D3D12] Fix 16.16.16.16 vertex fetch
|
2018-08-16 12:20:27 +03:00 |
Triang3l
|
c547851626
|
[D3D12] Upload data to shared memory during frame (fixes swaying palms in CoD4)
|
2018-08-16 12:07:53 +03:00 |
Triang3l
|
1cec143810
|
[D3D12] DXT3A textures
|
2018-08-15 16:59:43 +03:00 |
Triang3l
|
428095f62a
|
[D3D12] CTX1 texture loading shader
|
2018-08-15 16:27:13 +03:00 |
Triang3l
|
17fb60a97a
|
[D3D12] Rectangle list geometry shader and viewport fixes
|
2018-08-14 17:21:18 +03:00 |
Triang3l
|
1200eaae24
|
[GPU/D3D12] Correct EDRAM texture format names
|
2018-08-13 19:50:38 +03:00 |
Triang3l
|
24c3bac898
|
[D3D12] Fix cubemap coordinates
|
2018-08-13 00:30:20 +03:00 |
Triang3l
|
01a3bc32f7
|
[D3D12] More texture formats, rename blend map
|
2018-08-12 22:58:45 +03:00 |
Triang3l
|
34a1846859
|
[D3D12] 3D and cube texture HLSL compilation fixes
|
2018-08-12 21:12:34 +03:00 |
Triang3l
|
ebc5911634
|
[D3D12] Samplers and fix blending not enabled
|
2018-08-12 21:03:57 +03:00 |
Triang3l
|
de70451ac8
|
[D3D12] Partially implement tfetch in HLSL
|
2018-08-12 19:37:03 +03:00 |
Triang3l
|
b0993fa3f0
|
[D3D12] Tiny HLSL control flow cleanup
|
2018-08-12 01:15:38 +03:00 |
Triang3l
|
0900036795
|
[D3D12] HLSL control flow fixes (still broken)
|
2018-08-12 01:08:19 +03:00 |
Triang3l
|
ede9055ca5
|
[D3D12] Fix RT formats and log their creation
|
2018-08-12 00:18:15 +03:00 |
Triang3l
|
19401f03d0
|
[D3D12] EDRAM load, fix EDRAM depth encoding
|
2018-08-11 23:39:27 +03:00 |
Triang3l
|
c7da5f0572
|
[D3D12] Count dirty RT rows rather than tiles
|
2018-08-11 21:04:14 +03:00 |
Triang3l
|
9b303c64ba
|
[D3D12] EDRAM storing and random cleanup
|
2018-08-11 20:33:33 +03:00 |
Triang3l
|
a4b98cda31
|
[D3D12] Add a missing component count to HLSL vfetch
|
2018-08-10 22:34:42 +03:00 |