raven02
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482a371bb0
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d3d12: set max_depth_value based on depth format
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2015-08-12 00:26:54 +02:00 |
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raven02
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da923f8a3d
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d3d12: declare bufferSize for allocation
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2015-08-12 00:26:53 +02:00 |
|
raven02
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cf27d4c2ca
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d3d12: Fix pitch in COMPRESSED_DXT23/DXT45
Make pm_zcull.ppu.elf renders correctly.
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2015-08-12 00:26:53 +02:00 |
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vlj
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24c23dc5f6
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d3d12: Use dummy texture to fill empty texture slot
vertex attribute test has a shader that reads a texture, but rpcs3
doesn't provide the texture ; this makes WARP crash.
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2015-08-12 00:26:52 +02:00 |
|
vlj
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cfde5698c7
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d3d12: Fix swizzling for D8R8G8B8
Fix human.ppu.elf demo
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2015-08-12 00:26:52 +02:00 |
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vlj
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70b537c8c2
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d3d12: Implement discard
Should make alpha test kill test almost working as it should.
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2015-08-12 00:26:51 +02:00 |
|
vlj
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dc1a57e71c
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d3d12: Fix color masking
Wasn't using the correct PSO state variable
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2015-08-12 00:26:51 +02:00 |
|
raven02
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724159c8b4
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d3d12: warning log fix
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2015-08-12 00:26:50 +02:00 |
|
raven02
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a86e44deb4
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RSX: Fix NV3089
Make convert_swizzle.elf works
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2015-08-12 00:26:50 +02:00 |
|
vlj
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93e20c0853
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d3d12: Fix index count
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2015-08-12 00:26:49 +02:00 |
|
vlj
|
8b631d486c
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d3d12: Fix build
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2015-08-12 00:26:49 +02:00 |
|
raven02
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48e6db3a2f
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d3d12: use CELL_GCM suffix for filter
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2015-08-12 00:26:48 +02:00 |
|
vlj
|
224503d2dc
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d3d12: Move program related code out of D3D12GSRender and some get* format functions
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2015-08-12 00:26:48 +02:00 |
|
vlj
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ad55cced13
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d3d12: Fix vertex buffer sometimes incomplete.
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2015-08-12 00:26:47 +02:00 |
|
vlj
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e55949dbfa
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d3d12: Use h0 in fragment decompiler when there is no r0
Partially fix alpha kill test.
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2015-08-12 00:26:47 +02:00 |
|
vlj
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8669dac5e7
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d3d12: Implement sampler filters properly
Fix menu in the guided fate paradox
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2015-08-12 00:26:46 +02:00 |
|
vlj
|
2d0dbf4949
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d3d12: Async semaphore leads to deadlock, make it sync, but do resource garbage collection async
|
2015-08-12 00:26:46 +02:00 |
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vlj
|
10b92d45d1
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d3d12: Use RSXThread width height for viewport
Thanks to raven02 for finding this, it fixes render to texture test
|
2015-08-12 00:26:45 +02:00 |
|
vlj
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4966ab565a
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d3d12; Clean resource sooner and fix crash with VS debugger.
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2015-08-12 00:26:45 +02:00 |
|
raven02
|
1837f40ed4
|
d3d12: Factorize common use functions among frag and vertex decompiler
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2015-08-12 00:26:44 +02:00 |
|
vlj
|
e38bf8d51f
|
d3d12: Fix rgba16float endianness for textures
|
2015-08-12 00:26:44 +02:00 |
|
vlj
|
ff9f348ec2
|
d3d12: Use finer pitch when downloading rtt
|
2015-08-12 00:26:43 +02:00 |
|
vlj
|
c2d3c857b6
|
d3d12: Handle w16Z16Y16X16 rtt format
It doesnt fix completly render_to_texture test but it helps.
|
2015-08-12 00:26:43 +02:00 |
|
vlj
|
b8ba902657
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d3d12: Fix rtt size (and crash in render_to_texture test)
|
2015-08-12 00:26:42 +02:00 |
|
vlj
|
33daa81e6f
|
d3d12: Fix some src pitch
|
2015-08-12 00:26:42 +02:00 |
|
raven02
|
68d3f6f536
|
d3d12: minor cleanup
|
2015-08-12 00:26:41 +02:00 |
|
raven02
|
4ef66e6901
|
d3d12: Add blend for MRT
|
2015-08-12 00:26:41 +02:00 |
|
raven02
|
e72d098ea1
|
d3d12: use CELL_GCM suffix
|
2015-08-12 00:26:40 +02:00 |
|
vlj
|
8474cd8064
|
d3d12: Fix pitch for compressed textures
|
2015-08-12 00:26:40 +02:00 |
|
vlj
|
27e56b6199
|
d3d12: Do not set mask if not requested
|
2015-08-12 00:26:39 +02:00 |
|
vlj
|
bdeb08e045
|
d3d12: Add color masking
|
2015-08-12 00:26:39 +02:00 |
|
vlj
|
acb8f82f84
|
d3d12: Add front/back face culling setting
|
2015-08-12 00:26:38 +02:00 |
|
vlj
|
b465992178
|
d3d12: Fix stencil op
Thanks to raven02 for noticing them !
|
2015-08-12 00:26:38 +02:00 |
|
vlj
|
c73d19161b
|
d3d12: Disable depth/color buffer write if not requested
Doesnt really increase performance...
|
2015-08-12 00:26:37 +02:00 |
|
vlj
|
d564c25241
|
d3d12: Use real depth function too
|
2015-08-12 00:26:37 +02:00 |
|
vlj
|
b2ad49bac8
|
d3d12: Check blend and depth stencil state when evaluating pso equality
|
2015-08-12 00:26:36 +02:00 |
|
vlj
|
5f46b32616
|
d3d12: Use instancing to pass constant vertex attribute
Maybe a bit hackish but it works.
|
2015-08-12 00:26:36 +02:00 |
|
vlj
|
64a555caca
|
d3d12: Write data to single vertex attrib
stencil reflect has some color but it's still broken.
|
2015-08-12 00:26:35 +02:00 |
|
vlj
|
02f15810ee
|
d3d12: Implement stencil states
Unfortunatly it doesnt solve stencil reflect test atm
|
2015-08-12 00:26:35 +02:00 |
|
vlj
|
e3b73f9ea0
|
d3d12: Fix vertex error in stencil reflect
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
381260a493
|
d3d12: Check IALayout equality in pipeline state
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
e4435a9308
|
DPH disappeared when merging, need to merge commit with the initial one
|
2015-08-12 00:26:34 +02:00 |
|
vlj
|
22e67db0f2
|
d3d12: Add some others texture format
|
2015-08-12 00:26:33 +02:00 |
|
vlj
|
c3e19f34fa
|
gl: sampler2d are constants
|
2015-08-12 00:26:33 +02:00 |
|
vlj
|
ca90c05b0a
|
gl : refix
|
2015-08-12 00:26:32 +02:00 |
|
vlj
|
744b56b12d
|
gl: Fix texture unswizzling
Fix multi texture test
|
2015-08-12 00:26:32 +02:00 |
|
vlj
|
694d4e01a0
|
d3d12: Use openMP for vertex buffer mapping and factorize function
|
2015-08-12 00:26:31 +02:00 |
|
vlj
|
459ab17d74
|
d3d12: Use openMP to upload texture
Does not really increase performance so far
|
2015-08-12 00:26:31 +02:00 |
|
vlj
|
cfe058dc82
|
d3d12: Factorize texture upload code
|
2015-08-12 00:26:30 +02:00 |
|
raven02
|
ce857ab1da
|
RSX: DP2A for fragment decompiler
|
2015-08-12 00:26:30 +02:00 |
|