Triang3l
|
1d45a4f67e
|
[D3D12] Round to nearest when converting to fixed-point
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2018-10-26 22:04:11 +03:00 |
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Triang3l
|
fb5030171e
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[D3D12] RGBA32F resolve
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2018-10-25 09:32:19 +03:00 |
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Triang3l
|
ea2864d21e
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[D3D12] ROV: Stencil constant declarations
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2018-10-18 23:02:25 +03:00 |
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Triang3l
|
e455467c32
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[D3D12] ROV: Non-working depth testing code
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2018-10-15 22:13:06 +03:00 |
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Triang3l
|
eb8596d72a
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[D3D12] ROV: Cleanup format system constants
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2018-10-14 12:04:39 +03:00 |
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Triang3l
|
efc7f794ed
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[D3D12] DXBC: Fix position/color use after free, fix ROV color load/store
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2018-10-13 15:38:49 +03:00 |
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Triang3l
|
f98a4d11ea
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[D3D12] ROV: A bit of non-working blending code
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2018-10-13 14:33:22 +03:00 |
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Triang3l
|
5f108246b6
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[D3D12] ROV: Blending constant declaration
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2018-10-12 22:28:07 +03:00 |
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Triang3l
|
10a3dc6d94
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[D3D12] ROV: 32-bit loading, except for 7e3
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2018-10-12 20:07:00 +03:00 |
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Triang3l
|
3dc15dbb44
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[D3D12] ROV: 32bpp storing (except for 7e3)
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2018-10-12 09:59:31 +03:00 |
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Triang3l
|
197b1d8114
|
[D3D12] ROV: EDRAM offset calculation
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2018-10-11 10:16:36 +03:00 |
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Triang3l
|
128ac2a3f9
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[D3D12] Align mipmap storage size to power of 2 when untiling
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2018-10-05 20:48:11 +03:00 |
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Triang3l
|
34946c57b0
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[D3D12] Rename XeTextureCopy to XeTextureLoad in shaders
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2018-10-05 20:02:36 +03:00 |
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Triang3l
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b77ffe3df6
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[D3D12] Output gamma ramp
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2018-10-03 14:36:17 +03:00 |
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Triang3l
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eb50ebd885
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[D3D12] Write to 8_8_8_8_GAMMA in gamma space
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2018-09-29 13:30:05 +03:00 |
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Triang3l
|
400747bf7c
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[D3D12] Point sprite size
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2018-09-29 11:25:03 +03:00 |
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Triang3l
|
ea7d9e9060
|
[D3D12] Emulate reversed Z in shaders because it's unsupported on Nvidia
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2018-09-26 20:46:24 +03:00 |
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Triang3l
|
70103804c3
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[D3D12] 8/16bpp resolves, fixed16 RT exp bias, RT format documentation
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2018-09-26 16:10:23 +03:00 |
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Triang3l
|
133604f249
|
[D3D12] Decompress textures if their size is not 4x4-aligned
|
2018-09-22 19:03:25 +03:00 |
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Triang3l
|
bb24521c2b
|
[D3D12] DXT5 decompression shader (not used yet)
|
2018-09-22 15:52:07 +03:00 |
|
Triang3l
|
6e3cf5dd22
|
[D3D12] Cleanup selection in shaders and add some DXT5 alpha code
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2018-09-21 21:22:33 +03:00 |
|
Triang3l
|
17e3f09c1e
|
[D3D12] DXT1 decompression shader
|
2018-09-21 08:55:55 +03:00 |
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Triang3l
|
fdd536f572
|
[D3D12] Swap columns 0:39 and 40:79 of depth buffers in EDRAM
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2018-09-19 11:40:28 +03:00 |
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Triang3l
|
be2d522e19
|
[D3D12] Rename shaders/bin to shaders/dxbc because of .gitignore
|
2018-09-16 20:35:10 +03:00 |
|
Triang3l
|
f8506d6b62
|
[D3D12] Use ByteSwap64 in 64bpp raw resolve
|
2018-09-16 18:54:59 +03:00 |
|
Triang3l
|
5997ec6668
|
[D3D12] 64bpp resolve and clear - GTA IV ingame
|
2018-09-16 17:14:21 +03:00 |
|
Triang3l
|
c9ffe98d21
|
[D3D12] 64bpp raw resolve and EDRAM refactoring
|
2018-09-16 15:11:11 +03:00 |
|
Triang3l
|
a6304cd9fe
|
[D3D12] Fix 7e3 and 20e4 conversion negative value handling
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2018-09-13 20:03:05 +03:00 |
|
Triang3l
|
099de4487b
|
[D3D12] DXBC vertex W format
|
2018-09-12 21:39:13 +03:00 |
|
Triang3l
|
8268825f3b
|
[D3D12] Switch to DXBC shader translator (currently unusable)
|
2018-08-30 20:42:22 +03:00 |
|
Triang3l
|
a30f8d6374
|
[D3D12] DXBC RDEF cbuffers
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2018-08-29 19:46:38 +03:00 |
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Triang3l
|
6d48b856b9
|
[D3D12] Point sprites and color exponent bias
|
2018-08-27 12:36:09 +03:00 |
|
Triang3l
|
592873cf9f
|
[D3D12] Quad list geometry shader
|
2018-08-26 19:51:20 +03:00 |
|
Triang3l
|
50470d67a8
|
[D3D12] 32bpp and 20e4 clearing in resolves
|
2018-08-25 17:03:06 +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
|
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
|
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
|
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
|
7ba2526fa8
|
[D3D12] Move interpolators above position because it's more important for pixel shaders
|
2018-08-18 18:47:13 +03:00 |
|
Triang3l
|
bd868ae6cc
|
[D3D12] Fix a typo in linear texture address calculation
|
2018-08-18 18:37:20 +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
|
01a3bc32f7
|
[D3D12] More texture formats, rename blend map
|
2018-08-12 22:58:45 +03:00 |
|
Triang3l
|
19401f03d0
|
[D3D12] EDRAM load, fix EDRAM depth encoding
|
2018-08-11 23:39:27 +03:00 |
|
Triang3l
|
9b303c64ba
|
[D3D12] EDRAM storing and random cleanup
|
2018-08-11 20:33:33 +03:00 |
|