Commit Graph

  • 82545a7b56 d3d12: Clean indexed draw buffer gen code vlj 2015-05-25 18:02:18 +02:00
  • 22f413be3a d3d12; Live buffer related code and factorise resource_desc for buffers vlj 2015-05-25 17:38:28 +02:00
  • 9814a92a25 Tex: define more sampler parameters raven02 2015-05-25 16:12:13 +08:00
  • cd951af664 d3d12: Fix to run fw_vertex_attribute.ppu.elf vlj 2015-05-25 01:41:42 +02:00
  • 2df1220144 d3d12: Use GL enum for primitive type vlj 2015-05-25 01:13:42 +02:00
  • b8073b4e75 d3d12: Try to fix forced quad indexed buffer vlj 2015-05-25 00:54:43 +02:00
  • 232c97cc82 d3d12: Add support for indexed draw vlj 2015-05-25 00:23:08 +02:00
  • 5ce0261265 d3d12: Release index buffer and upload command allocator vlj 2015-05-24 20:28:26 +02:00
  • bd68d382bd d3d12: Use __mm_stream_si128 to send texture/constants data vlj 2015-05-24 20:19:23 +02:00
  • 12fc6e6145 d3d12: Use separate vertex constant buffer for good vlj 2015-05-24 19:10:18 +02:00
  • 6d61e36f5d d3d12: Fix for rsx_fp_dynamic_test2 vlj 2015-05-24 18:36:22 +02:00
  • 824b9aa628 d3d12: make depth read optionnal vlj 2015-05-24 01:49:20 +02:00
  • 487fd4dc2a d3d12: Start implementing depth to u8 conversion shader vlj 2015-05-24 01:41:10 +02:00
  • e88d45b1bf d3d12: Fix for Intel HD4600 vlj 2015-05-24 00:18:35 +02:00
  • cb14697aa0 d3d12: Honor adaptater selection + debug output layer vlj 2015-05-24 00:15:06 +02:00
  • 6e8b94a7e1 Add config option for d3d debug layer and adaptater vlj 2015-05-24 00:00:57 +02:00
  • 18e3e74070 d3d12: Fix depth read size vlj 2015-05-23 20:28:53 +02:00
  • c08ac779f4 d3d12: src and dst were inverted, fix it vlj 2015-05-23 20:27:15 +02:00
  • 2031944792 d3d12: Do transition when reading depth buffer vlj 2015-05-23 20:13:04 +02:00
  • fafcce6d5f d3d12: Implement write depth buffer callback vlj 2015-05-23 19:37:48 +02:00
  • 986a39fcfb d3d12: clean upload command lists as well vlj 2015-05-23 18:50:20 +02:00
  • 75202ac55b d3d12: properly clean textures vlj 2015-05-23 18:45:21 +02:00
  • 1076727c75 d3d12: Use a heap for scale offset and fragment buffer too vlj 2015-05-23 18:34:59 +02:00
  • 740354d2c9 d3d12: Fix depth format mismatch vlj 2015-05-23 01:22:16 +02:00
  • e6146e4ecb d3d12: Fix single channel texture vlj 2015-05-23 01:18:10 +02:00
  • 4a89432d39 d3d12: Implement blend decoding vlj 2015-05-23 00:45:37 +02:00
  • 312ff7e8f5 RSX: Fix for default value of temp reg vlj 2015-05-23 00:04:42 +02:00
  • 727f54dd32 d3d12: Record command while gpu is busy rendering previous frame + cleaning fixes vlj 2015-05-22 23:24:49 +02:00
  • 71b9caf65a d3d12: Duplicate all resource to do real double buffering vlj 2015-05-22 23:10:38 +02:00
  • 5872144165 d3d12: Move texture code to another file + add the copy command as soon as possible vlj 2015-05-22 21:19:46 +02:00
  • abbd244376 d3d12: Fix fractal not animated in dynamic test 2 vlj 2015-05-22 21:05:06 +02:00
  • 1471afcfe6 D3DGS naming fix raven02 2015-05-22 08:17:35 +08:00
  • b5f91a6e75 d3d12: Fix for vertex decompiler vlj 2015-05-21 23:19:07 +02:00
  • b2577833f9 d3d12: DP2A raven02 2015-05-21 07:24:10 +08:00
  • 31ea9068de d3d12: Use true default value for vertex decompiler vlj 2015-05-21 01:23:46 +02:00
  • 9fc50fcce5 d3d12: Fix for vertex decompiler raven02 2015-05-21 07:14:21 +08:00
  • a9425fcf2a d3d12: Pass first clear value as clear optimised value to RTTs vlj 2015-05-21 00:33:26 +02:00
  • eb1b8b748a d3d12: Fix for fragment decompiler vlj 2015-05-21 00:06:50 +02:00
  • f2985f12c1 d3d12: Use heap for vertex buffer vlj 2015-05-20 23:54:28 +02:00
  • 2aedd0633f Fix crash after launch game one mode release. Fix Temporary. Zangetsu38 2015-05-20 11:03:49 +02:00
  • 7b25483b67 d3d12: depth read doesnt crash anymore vlj 2015-05-20 02:15:07 +02:00
  • 3f31976080 d3d12: Update vlj 2015-05-20 01:59:24 +02:00
  • 422a9f1fdc d3d12: Use VertexProgramDecompiler vlj 2015-05-20 01:21:27 +02:00
  • d2beafca4d d3d12: Update vlj 2015-05-19 20:21:37 +02:00
  • 5681781ab0 GL: Forgot hunk vlj 2015-05-19 19:43:28 +02:00
  • 05d6c8df60 d3d12: Update vlj 2015-05-19 19:43:16 +02:00
  • 07449abfc6 d3d12: Add more functions vlj 2015-05-19 18:57:08 +02:00
  • 72c84cb8aa d3d12: Add some more functions vlj 2015-05-19 18:45:50 +02:00
  • bf8a48e3bd d3d12: Some work to decompiler vlj 2015-05-19 18:38:59 +02:00
  • c465b6699a d3d12: Use the fragment decompile class vlj 2015-05-19 18:17:33 +02:00
  • edb9a97c17 d3d12: Some fix to quad emulation mode vlj 2015-05-19 00:57:19 +02:00
  • 445c7dd884 d3d12: Use a default value of 1 for .w channel of output in Vertex Program vlj 2015-05-19 00:27:43 +02:00
  • 2985f2d6e3 d3d12: Use naive vertex buffer offset vlj 2015-05-19 00:13:21 +02:00
  • a279aebf31 d3d12: Use an indexed draw for unindexed quad vlj 2015-05-18 23:41:52 +02:00
  • cbd7d3d614 d3d12: Fix depth being offseted by .5 + add depth buffer support vlj 2015-05-18 23:02:03 +02:00
  • 5640e81eb5 d3d12: Forgot hunk vlj 2015-05-18 22:46:54 +02:00
  • 4114df50c2 d3d12: Use correct VS debug macro + cleaning vlj 2015-05-18 22:46:31 +02:00
  • 1f9c8f757a d3d12: Add a swizzle to texture vlj 2015-05-18 22:32:04 +02:00
  • 3a75e6a357 d3d12: Some fixe to textures vlj 2015-05-18 18:07:13 +02:00
  • 782a11b47f d3d12: Add dump hlsl file to gitignore list vlj 2015-05-18 17:55:09 +02:00
  • 39039514d1 d3d12: Start implementing texture upload and usage vlj 2015-05-18 17:53:48 +02:00
  • 263294d263 d3d12: Some fixes to VP/FP decompiler vlj 2015-05-17 23:40:19 +02:00
  • 43f4ed49b4 d3d12: Some fix for VPDecompiler vlj 2015-05-17 23:34:06 +02:00
  • 16e8d6349e d3d12: Make compilation more robust vlj 2015-05-17 23:16:24 +02:00
  • f1ab5abe2e d3d12: Cleaning vlj 2015-05-16 19:11:01 +02:00
  • c3e162b442 d3d12: Read constants directly from fp vlj 2015-05-16 19:10:38 +02:00
  • 7b6ad026c6 d3d12: Add fragment constant offset cache vlj 2015-05-16 18:37:36 +02:00
  • 9d1993cdee d3d12: Fix for d3d12 pipeline cache vlj 2015-05-16 01:09:51 +02:00
  • ba66992ee3 d3d12: Use template class for caching vlj 2015-05-15 21:48:43 +02:00
  • a58974eac8 d3d12: Fix reversed output vlj 2015-05-15 20:23:29 +02:00
  • 2ac3c66c80 d3d12: Fix hash/compare/getSize for fragment program vlj 2015-05-15 20:00:48 +02:00
  • d1ebc47867 d3d12: Use actual hw in release mode + honor vsync option vlj 2015-05-15 17:46:51 +02:00
  • 5cb0fe63b8 d3d12: Avoid recompiling fragment shader if constants change vlj 2015-05-15 17:38:56 +02:00
  • 789ed767e2 d3d12: Move Constant inside main vlj 2015-05-15 01:49:51 +02:00
  • f446501339 d3d12: Try to fix fragment shaders first test vlj 2015-05-15 01:27:02 +02:00
  • 98a924874f d3d12: Inline constants vlj 2015-05-15 01:03:46 +02:00
  • b6cc7af8cd d3d12: Support for fragment constants vlj 2015-05-15 00:56:58 +02:00
  • 88aea70100 d3d12: some fix for fragment program decompiler vlj 2015-05-15 00:51:26 +02:00
  • c96bc6231c d3d12: Print fps in windows title vlj 2015-05-15 00:21:09 +02:00
  • a276391e87 d3d12: Fix linkage between VS and PS vlj 2015-05-15 00:18:30 +02:00
  • ee3e5cfe1f d3d12: Support for fragment constant buffer vlj 2015-05-14 21:21:51 +02:00
  • 9cb87552b8 d3d12: Fragment program decompiler can decompile basic shader vlj 2015-05-14 20:57:33 +02:00
  • bb643070bd d3d12: Start working on fragment decompiler vlj 2015-05-14 20:27:05 +02:00
  • 5da166b26b d3d12: Move/clean code vlj 2015-05-14 20:13:47 +02:00
  • caab6cbc60 d3d12: Some cleaning vlj 2015-05-14 19:52:13 +02:00
  • 16f40fb69c d3d12: Fix some warnings vlj 2015-05-14 19:51:15 +02:00
  • 3960555e45 d3d12: Use the compiler vertex program vlj 2015-05-14 19:48:49 +02:00
  • 96c4e87bf5 d3d12: Some extra code again vlj 2015-05-14 19:25:49 +02:00
  • 5a1b756c14 d3d12: Dump program parameters vlj 2015-05-14 18:55:59 +02:00
  • 3853dffce2 d3d12: Start working on Vertex program decompilation vlj 2015-05-14 17:56:24 +02:00
  • 87d51665dc d3d12: Fix some warning vlj 2015-05-14 17:16:48 +02:00
  • d93e95b614 d3d12: Add support for various primitives vlj 2015-05-13 22:33:08 +02:00
  • 75219be066 d3d12: cache PSO State too vlj 2015-05-13 22:24:53 +02:00
  • da5b047c58 d3d12: Change some variable name to better reflect their behavior vlj 2015-05-13 19:08:47 +02:00
  • b016fbc9e4 d3d12: Add missing hunk + properly clean our D3D allocations vlj 2015-05-13 18:55:18 +02:00
  • 07ea311b3a d3d12: Separate scaleOffset and classic constants vlj 2015-05-13 18:39:34 +02:00
  • 40e19e0c95 d3d12: Something strange is happening to depth... vlj 2015-05-13 17:48:02 +02:00
  • 411265d83a d3d12: Use constant buffer content vlj 2015-05-13 17:20:43 +02:00
  • d627f9cb83 d3d12: Stop emulation if program compilation fails vlj 2015-05-13 17:04:44 +02:00
  • 1c2849a736 d3d12: Remove useless class member vlj 2015-05-13 17:01:15 +02:00