Triang3l
|
83c99bc811
|
[D3D12] Fix resolve region handling
|
2018-10-28 14:36:41 +03:00 |
|
Triang3l
|
b81bb4d68c
|
[D3D12] Code cleanup
|
2018-10-23 16:42:53 +03:00 |
|
Triang3l
|
1860bc6a59
|
[D3D12] Display whether ROV is actually used in the title
|
2018-10-17 17:53:37 +03:00 |
|
Triang3l
|
8cde541596
|
[D3D12] ROV: Binding
|
2018-10-10 18:33:39 +03:00 |
|
Triang3l
|
6d2e74325c
|
[D3D12] ROV: Check if supported
|
2018-10-10 14:30:29 +03:00 |
|
Triang3l
|
ecfa70284e
|
[D3D12] Treat gamma/as_16 EDRAM formats the same as their base formats
|
2018-09-22 19:22:57 +03:00 |
|
Triang3l
|
fdd536f572
|
[D3D12] Swap columns 0:39 and 40:79 of depth buffers in EDRAM
|
2018-09-19 11:40:28 +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
|
e819a41300
|
[D3D12] Banjo-Kazooie/Tooie top tile clear fix (rendering still broken in Tooie)
|
2018-08-26 16:45:21 +03:00 |
|
Triang3l
|
227268ef65
|
[D3D12] Cleanup raw buffer view creation
|
2018-08-26 13:09:47 +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
|
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
|
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
|
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
|
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
|
952bb91c3f
|
[D3D12] Render target binding
|
2018-08-10 18:06:21 +03:00 |
|
Triang3l
|
c0c0ca263d
|
[D3D12] Overlap detection when adding RTs
|
2018-08-08 20:04:17 +03:00 |
|
Triang3l
|
52a1a80200
|
[D3D12] Rough outline of render target architecture
|
2018-08-07 22:40:24 +03:00 |
|