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Commit Graph

7 Commits

Author SHA1 Message Date
Philip Rebohle
ae12fbd23c
[d3d10] Implement D3D10CreateDepthStencilView 2018-08-13 17:22:42 +02:00
Philip Rebohle
3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302), as well as a crash
in Yakuza 0 (see #533).
2018-08-05 21:31:13 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
5dfe0d077d
[d3d11] Fix render target layouts for linar tiling
There currently doesn't seem to be a game which actually renders
to images with linear tiling, but we should handle this anyway.
Only the GENERAL layout is allowed if the tiling is not OPTIMAL.
2018-06-19 11:28:54 +02:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00