vlj
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178d0e0e85
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d3d12: Try implement mipmap
The mipmap level below 0 are currently wrong, find out why
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2015-08-12 00:28:11 +02:00 |
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vlj
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d23cf861f1
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d3d12: Factorize ring buffer like code to depth/color buffer migration
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2015-08-12 00:28:10 +02:00 |
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vlj
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dca9ae6ab5
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d3d12: Factorize cleaning function for heaps
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2015-08-12 00:28:10 +02:00 |
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vlj
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aa66ddcd86
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d3d12: Add some code documentation + rename some functions
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2015-08-12 00:28:09 +02:00 |
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vlj
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f2d39d0e82
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d3d12: Use fixed width/height scale and use surface_clip info for scaleOffset matrix
Thanks to raven02 for the patch.
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2015-08-12 00:28:09 +02:00 |
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vlj
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f59bc86ac5
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d3d12: Fix scaling for terraria/Voodoo chronicles
It break render_to_target test but it looks like an issue with
scale/offset buffer rather than viewport/scissor
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2015-08-12 00:28:08 +02:00 |
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vlj
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09ccd7e436
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d3d12: Fix crash with W16Z16Y16X16 texture format
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2015-08-12 00:28:08 +02:00 |
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vlj
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2310ba137f
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d3d12: Fix crash with rescaling pass
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2015-08-12 00:28:07 +02:00 |
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vlj
|
9fdb6f0dad
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d3d12: Fix color of scaling output
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2015-08-12 00:28:07 +02:00 |
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vlj
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281f8be76f
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d3d12: Enable scaling pass
The output is black and white, need to find out why.
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2015-08-12 00:28:06 +02:00 |
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vlj
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224bae383c
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d3d12: Add some code that will scale final render target
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2015-08-12 00:28:06 +02:00 |
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vlj
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f55bb7165c
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d3d12: Load dll at runtime
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2015-08-12 00:28:05 +02:00 |
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vlj
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006d989304
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d3d12: Uncomment code that shouldn't have been commented out
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2015-08-12 00:28:05 +02:00 |
|
raven02
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00c975b469
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d3d12: use gcm buffer width and height for copy texture region
It fixes crash in Voodoo Chronicles and Terraria
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2015-08-12 00:28:04 +02:00 |
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vlj
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e36c4f75e0
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d3d12; Fix swizzle for B8 texture format
Fix menu in guided fate paradox for WARP
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2015-08-12 00:28:04 +02:00 |
|
vlj
|
41577b5018
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d3d12: Fix some warnings
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2015-08-12 00:28:03 +02:00 |
|
vlj
|
17e169e652
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d3d12: Fix crash at exit + tweak heap sizes to make dice test working
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2015-08-12 00:28:03 +02:00 |
|
vlj
|
75a52219e0
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d3d12: Rewind constant buffers get value
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2015-08-12 00:28:03 +02:00 |
|
vlj
|
c53828787a
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d3d12: Emit an error if waiting for too long for semaphore
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2015-08-12 00:28:02 +02:00 |
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vlj
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d2c13bc4c1
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d3d12: Use a commited resource for constant buffer
Since we rarely use more than 1k of constant data we waste space due to
alignment requirement with heap so use a commited resource instead.
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2015-08-12 00:28:02 +02:00 |
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vlj
|
2f54482592
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d3d12: Make depth test optionnal and use (0,0,0,0) when texture unit is disabled
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2015-08-12 00:28:01 +02:00 |
|
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 |
|
raven02
|
da923f8a3d
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d3d12: declare bufferSize for allocation
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2015-08-12 00:26:53 +02:00 |
|
raven02
|
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
|
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 |
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vlj
|
cfde5698c7
|
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
|
70b537c8c2
|
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
|
dc1a57e71c
|
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
|
724159c8b4
|
d3d12: warning log fix
|
2015-08-12 00:26:50 +02:00 |
|
raven02
|
a86e44deb4
|
RSX: Fix NV3089
Make convert_swizzle.elf works
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2015-08-12 00:26:50 +02:00 |
|
vlj
|
93e20c0853
|
d3d12: Fix index count
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2015-08-12 00:26:49 +02:00 |
|
vlj
|
8b631d486c
|
d3d12: Fix build
|
2015-08-12 00:26:49 +02:00 |
|
raven02
|
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
|
2015-08-12 00:26:48 +02:00 |
|
vlj
|
ad55cced13
|
d3d12: Fix vertex buffer sometimes incomplete.
|
2015-08-12 00:26:47 +02:00 |
|
vlj
|
e55949dbfa
|
d3d12: Use h0 in fragment decompiler when there is no r0
Partially fix alpha kill test.
|
2015-08-12 00:26:47 +02:00 |
|
vlj
|
8669dac5e7
|
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
|
d3d12: Async semaphore leads to deadlock, make it sync, but do resource garbage collection async
|
2015-08-12 00:26:46 +02:00 |
|
vlj
|
10b92d45d1
|
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
|
4966ab565a
|
d3d12; Clean resource sooner and fix crash with VS debugger.
|
2015-08-12 00:26:45 +02:00 |
|
raven02
|
1837f40ed4
|
d3d12: Factorize common use functions among frag and vertex decompiler
|
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
|
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 |
|