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D3D11Util.cpp
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Make the hardware skinning code match
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2020-11-01 19:58:50 +01:00 |
D3D11Util.h
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Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
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2020-10-21 23:20:15 +02:00 |
DepalettizeShaderD3D11.cpp
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Merge base/basictypes.h into Common/Common.h (mostly).
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2020-09-29 15:51:51 +02:00 |
DepalettizeShaderD3D11.h
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Move most GPU things to Common.
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2020-10-04 23:39:02 +02:00 |
DrawEngineD3D11.cpp
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Set the texture dirty flags when binding a new framebuffer.
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2020-09-21 08:56:58 +02:00 |
DrawEngineD3D11.h
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ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
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2020-11-08 12:54:05 +01:00 |
FramebufferManagerD3D11.cpp
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Move ShaderTranslation.cpp/h to Common/GPU.
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2020-11-09 11:18:43 +01:00 |
FramebufferManagerD3D11.h
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More shadergen work
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2020-11-08 11:32:53 +01:00 |
GPU_D3D11.cpp
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Don't try to texture from depth if not supported by backend. Works around #13621
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2020-11-10 23:36:33 +01:00 |
GPU_D3D11.h
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Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
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2020-09-14 00:04:39 +02:00 |
ShaderManagerD3D11.cpp
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
ShaderManagerD3D11.h
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
StateMappingD3D11.cpp
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Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650.
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2020-11-10 22:07:20 +01:00 |
StateMappingD3D11.h
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Move most GPU things to Common.
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2020-10-04 23:39:02 +02:00 |
StencilBufferD3D11.cpp
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
TextureCacheD3D11.cpp
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Add compat flag for reinterpret shader, also disable on platforms that can't support it yet
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2020-11-08 11:32:55 +01:00 |
TextureCacheD3D11.h
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D3D11: Implement depth texturing. Fixes, for D3D11, #6411.
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2020-10-18 20:14:25 +02:00 |
TextureScalerD3D11.cpp
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Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
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2020-10-05 21:05:23 +02:00 |
TextureScalerD3D11.h
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |