..
D3D11Util.cpp
add missing inclues.
2018-03-22 22:14:19 +01:00
D3D11Util.h
Fix D3D11 push buffer overflow
2017-11-24 17:53:42 +01:00
DepalettizeShaderD3D11.cpp
Unify a little bit of depal code.
2017-11-05 10:40:21 +01:00
DepalettizeShaderD3D11.h
Unify a little bit of depal code.
2017-11-05 10:40:21 +01:00
DrawEngineD3D11.cpp
Revert "Remove further remains of hardware skinning."
2018-04-10 12:22:41 +02:00
DrawEngineD3D11.h
Unify DispatchSubmitPrim as much as possible
2018-02-26 11:33:17 +01:00
FragmentShaderGeneratorD3D11.cpp
GPU: Use more typesafe shader IDs.
2017-12-02 09:07:27 -08:00
FragmentShaderGeneratorD3D11.h
GPU: Use more typesafe shader IDs.
2017-12-02 09:07:27 -08:00
FramebufferManagerD3D11.cpp
When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
2018-06-01 21:16:07 +02:00
FramebufferManagerD3D11.h
Remove the confusing "DisableState" across the codebase
2018-02-08 16:27:36 +01:00
GPU_D3D11.cpp
Revert "Remove further remains of hardware skinning."
2018-04-10 12:22:41 +02:00
GPU_D3D11.h
Tiny unification of code. Save the GL shader cache a bit less often.
2018-03-13 13:35:58 +01:00
ShaderManagerD3D11.cpp
Revert "Remove further remains of hardware skinning."
2018-04-10 12:22:41 +02:00
ShaderManagerD3D11.h
Revert "Remove further remains of hardware skinning."
2018-04-10 12:22:41 +02:00
StateMappingD3D11.cpp
GPU: Fix shader blending recopying.
2018-01-27 15:10:17 +01:00
StateMappingD3D11.h
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
StencilBufferD3D11.cpp
Stencil copy: Avoid clearing the depth buffer.
2017-12-31 01:06:31 +01:00
TextureCacheD3D11.cpp
D3D11: Use a dedicated slot for the depal texture.
2018-05-06 08:58:54 -07:00
TextureCacheD3D11.h
Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
2018-03-25 10:50:37 +02:00
TextureScalerD3D11.cpp
D3D11: Fix texture scaling with blank first half.
2017-07-01 16:10:00 -07:00
TextureScalerD3D11.h
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
VertexShaderGeneratorD3D11.cpp
Remove some unused tracking of whether lighting is used by a shader
2018-03-17 10:33:50 +01:00
VertexShaderGeneratorD3D11.h
Remove some unused tracking of whether lighting is used by a shader
2018-03-17 10:33:50 +01:00