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 |
|
vlj
|
caf863be4d
|
d3d12: Fix crash at exit
|
2015-08-12 00:26:29 +02:00 |
|
vlj
|
5882f9defb
|
d3d12: Do not use texture pitch but compute it ourself
Fix sonic cd splash screen
|
2015-08-12 00:26:29 +02:00 |
|
vlj
|
f31282623a
|
d3d12: Fix texture unswizzling
|
2015-08-12 00:26:28 +02:00 |
|
raven02
|
25c09c5088
|
d3d12: Add Blend Op
|
2015-08-12 00:26:28 +02:00 |
|
vlj
|
a2b8d3a885
|
d3d12: Fix memleak
|
2015-08-12 00:26:27 +02:00 |
|
raven02
|
76d52b4bb3
|
d3d12: Implement A4R4G4B4 texture format with byte swapped
Make the guided fate paradox works
|
2015-08-12 00:26:27 +02:00 |
|
vlj
|
593b9a494d
|
d3d12: Double texture storage size
|
2015-08-12 00:26:27 +02:00 |
|
vlj
|
d886fd55d3
|
d3d12: Fix for size calculation
|
2015-08-12 00:26:26 +02:00 |
|
vlj
|
a751a06d01
|
d3d12: Try not to overcommit texture memory
|
2015-08-12 00:26:26 +02:00 |
|
vlj
|
a5fb8c95f4
|
d3d12: Fix interframe sync
|
2015-08-12 00:26:25 +02:00 |
|
vlj
|
ac352cd083
|
d3d12: Use custom loadvertex like call
|
2015-08-12 00:26:25 +02:00 |
|
vlj
|
b63c77ca7d
|
d3d12: Swap current/non current right after present has been called
|
2015-08-12 00:26:24 +02:00 |
|
vlj
|
9e2dfcaba3
|
d3d12: fix memleak
|
2015-08-12 00:26:24 +02:00 |
|
vlj
|
7db3599648
|
d3d12: Ping pong between data to avoid gpu stall as much as possible
|
2015-08-12 00:26:23 +02:00 |
|
vlj
|
461bf12c4f
|
d3d12: Cleaning
|
2015-08-12 00:26:23 +02:00 |
|
vlj
|
51d287d9b0
|
d3d12: Take alignment into account in streamBuffer
And use it for texture upload
|
2015-08-12 00:26:22 +02:00 |
|
vlj
|
878a116c4a
|
Rebasing didn't went quite right...Fixes
|
2015-08-12 00:26:22 +02:00 |
|
vlj
|
3a6abe1656
|
d3d12: fix crash when inferring texture size
|
2015-08-12 00:26:21 +02:00 |
|
vlj
|
9748007cd3
|
d3d12: Use ring buffer for textures too
It looks like the texture size calculation is wrong, it can lead to
crash
|
2015-08-12 00:26:21 +02:00 |
|
vlj
|
6bb5dd2125
|
d3d12: Use ring like buffer for vertex index data
|
2015-08-12 00:26:20 +02:00 |
|
vlj
|
f721f2cbaa
|
d3d12: Use ring like heap for vertex and fragment constants too
|
2015-08-12 00:26:20 +02:00 |
|
vlj
|
59aca7566e
|
d3d12: Some fixes to avoid running out of constant spaces
|
2015-08-12 00:26:19 +02:00 |
|
vlj
|
e0cff6b0b4
|
d3d12: Start using a ring-like buffer for constants
|
2015-08-12 00:26:19 +02:00 |
|
vlj
|
c1abf80b40
|
d3d12: Fix r5g6b5 only using half texture
|
2015-08-12 00:26:19 +02:00 |
|
vlj
|
5ca02a5053
|
d3d12: Fix R5G6B5 being byte swapped
|
2015-08-12 00:26:18 +02:00 |
|
vlj
|
d8d72c4327
|
d3d12: Implement R5G6B5 texture format
Make sonic works, but with wrong color
|
2015-08-12 00:26:18 +02:00 |
|
vlj
|
25b10c5e3e
|
d3d12: Consume less descriptor slot if not required
|
2015-08-12 00:26:17 +02:00 |
|
vlj
|
6d9e542cde
|
d3d12: Ignore files in bin/
|
2015-08-12 00:26:17 +02:00 |
|
vlj
|
043adab2ce
|
d3d12: Fix fragment constant filling
The command buffer does not necessarily set them in order...
|
2015-08-12 00:26:16 +02:00 |
|