Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation
2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
2018-01-18 18:33:13 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
...
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
af6bc1e7e2
[d3d11] Enable dual-source blending feature
...
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle
3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
...
Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
...
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle
6e3cb5dfdc
[d3d11] Enable depth clamp
...
This is technically incorrect, but Tomb Raider requires this to
render parts of the UI.
2018-01-17 19:39:06 +01:00
Philip Rebohle
7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
...
Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Philip Rebohle
4c8c23eea1
[d3d11] Reduced log spamming, improved parameter naming consistency
2018-01-16 20:10:49 +01:00
Philip Rebohle
052f231295
Merge remote-tracking branch 'libcg/stadium2'
2018-01-16 19:27:23 +01:00
Philip Rebohle
0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
...
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Clément Guérin
340438954d
[d3d11] copy all layers and mipmaps in CopyResource
...
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin
482147d929
[d3d11] support textures in CopyResource
...
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Clément Guérin
fc43b83623
[d3d11] move supported query check to d3d11_query
...
it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin
2844d4bad7
[d3d11] don't fail when creating unsupported queries
...
just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af
[d3d11] Flush resource init commands
...
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
c7a9763f6d
[d3d11] Re-implemented draw call-based context flush
...
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle
65d84dabfe
[d3d11] Removed draw-call based context flush
...
Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle
ac1fe7c2b0
[d3d11] Optimized command submission
2018-01-13 05:00:27 +01:00
Philip Rebohle
672675ba78
[d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
...
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle
2dd2d16a09
[d3d11] Return S_OK from GetDeviceRemovedReason
2018-01-12 11:39:59 +01:00
Philip Rebohle
19d81f1aef
[d3d11] Made shader name public for debugging
2018-01-12 00:43:19 +01:00
Philip Rebohle
3fc064f434
[d3d11] Added shader module creation log
2018-01-12 00:06:54 +01:00
Philip Rebohle
32078033c6
[d3d11] Fixed UAV counter buffer binding
2018-01-11 17:12:39 +01:00
Philip Rebohle
f5bfaac4b3
[d3d11] Use cube array views for non-array cube maps
...
This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle
c1d6c20066
[d3d11] Implemented D3D11 parts of append/consume buffers
2018-01-11 12:23:55 +01:00
Philip Rebohle
1b67ffaed2
[d3d11] Added default sampler state
2018-01-10 19:07:55 +01:00
Philip Rebohle
ab2c7de523
[d3d11] Use CUBE instead of CUBE_ARRAY for non-array cubes
...
Since the change has been reverted in the DXBC compiler, it also needs
to be changed back during view creation.
2018-01-10 10:18:26 +01:00
Philip Rebohle
180cc35c84
[d3d11] Use VK_IMAGE_VIEW_TYPE_CUBE_ARRAY for non-array cube maps
...
Games may bind simple cube map views to a resource slot that requires
a cube map array view. Fixes GPU lockups in Nier: Automata.
2018-01-09 00:51:10 +01:00
Philip Rebohle
c7e33e636e
[dxvk] Fixed vertex buffer binding issue
...
If an application binds vertex buffers before changing the input layout,
it might happen that the vertex buffers are not bound correctly to the
Vulkan command buffer. This issue is now resolved.
2018-01-08 20:23:21 +01:00
Philip Rebohle
3925675b89
[d3d11] Optimized command submission
...
The context will now be flushed after a render pass that consisted of
several hundreds of draw calls. This way the GPU should be kept busy.
2018-01-08 17:45:21 +01:00
Philip Rebohle
ad10ab07f8
Revert "[d3d11] Added dummy resoruce binding for buffers"
...
This approach will not work if the d3d11 context binds an
incompatible resouce in case the pipeline itself changes.
2018-01-08 13:01:31 +01:00
Philip Rebohle
24ad9e730c
[d3d11] Added dummy resoruce binding for buffers
...
Fixes crashes when a D3D11 application uses unbound resources
in shaders. Allows Nier:Automata to play back cutscenes.
2018-01-08 10:17:52 +01:00
Philip Rebohle
f4cd90d6fa
[dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia
2018-01-07 20:05:27 +01:00
Philip Rebohle
4e06f498dd
[d3d11] Fixed several mip level-related bugs
...
- When a D3D11 texture was created with a mip level count of zero,
DXVK would compute the correct number of mip levels, but not write
them back to the description field.
- Framebuffers would always use the size of the top level, not the
mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle
356591cc99
[d3d11] Fixed viewport offset
2018-01-05 16:53:12 +01:00
Philip Rebohle
e7bf76f5ef
[d3d11] Re-implemented image mapping
...
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00
Philip Rebohle
93a5cf093c
[d3d11] Refactored texture interfaces
...
All texture classes now use the common info structure
internally as well so that it can be queried efficiently.
2018-01-05 01:15:56 +01:00
Philip Rebohle
6dfe09da7b
[dxbc,d3d11] Minor fixes
2018-01-03 12:26:27 +01:00
Philip Rebohle
755e6d36e3
[d3d11] Pre-clear images that would have undefined contents
...
Fixes significant visual bugs in Nier: Automata that were caused
by partially initialized images.
2018-01-02 21:32:39 +01:00
Philip Rebohle
55bc01d523
[d3d11] Minor bug fixes
2018-01-02 12:07:30 +01:00
Philip Rebohle
4dc2c9e92c
[d3d11] Implemented GetData stub for queries
2018-01-01 20:59:54 +01:00
Philip Rebohle
0866e1b4f2
[d3d11] Implemented Image UAV creation
2018-01-01 19:46:19 +01:00
Philip Rebohle
5ceb041a49
[d3d11] Optimized texture image layouts
2018-01-01 19:03:05 +01:00
Philip Rebohle
4fc2ea25b8
[dxbc] Implemented typed UAV load/store
2018-01-01 17:14:06 +01:00
Philip Rebohle
fd2bb610eb
[d3d11] Implemented indirect draws and dispatch
2017-12-31 01:31:08 +01:00
Philip Rebohle
91a5eb963b
[d3d11] Minor formatting + doc improvements
2017-12-31 00:25:19 +01:00
Philip Rebohle
588ceba1d1
[d3d11] Ignoring unknown semantics in input layouts
2017-12-30 19:11:20 +01:00
Philip Rebohle
b7ce9660c3
[d3d11] Implemented CopySubresourceRegion for images
2017-12-30 19:10:45 +01:00
Philip Rebohle
c38f3c69ad
[d3d11] Query prep work
2017-12-29 22:20:31 +01:00
Philip Rebohle
2e215e24e5
[d3d11] Hiding message that initial UAV counts are not supported
...
They are not supported, but some applications pass invalid pointers
to the fuction even if the feature itself is not used.
2017-12-29 19:26:18 +01:00
Philip Rebohle
78cb021f77
[d3d11] Added support for D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS
2017-12-29 12:51:54 +01:00
Philip Rebohle
6283497bfa
[d3d11] Fixed shader resource view creation for structured buffers
2017-12-29 12:11:45 +01:00
Philip Rebohle
a3fe40051f
[d3d11] Initial support for unordered access views
...
Currently restricted to buffers on the API side. Typed UAVs
are not yet supported by the shader compiler. This is enough
to run very simple compute shaders.
2017-12-28 19:05:53 +01:00
Philip Rebohle
8592bb4b47
[d3d11] Fixed buffer usage flags
...
Shader resources and UAVs are always created as texel buffer
views rather than storage buffers or uniform buffers.
2017-12-28 16:35:07 +01:00
Philip Rebohle
410d3a86d9
[d3d11] Added support for raw and structured shader resource views
2017-12-28 16:33:42 +01:00
Philip Rebohle
e668c65017
[d3d11] Experimental support for typed shader buffer views
2017-12-27 14:32:07 +01:00
Philip Rebohle
788f275315
[d3d11] UAV prep work + cleanups
2017-12-27 01:36:45 +01:00
Philip Rebohle
8d5a2b92f9
[d3d11] Cleaned up primitive topology code
2017-12-26 16:25:51 +01:00
Philip Rebohle
0d3a1b25a1
[d3d11] Initial support for image updates + mapping
2017-12-25 20:40:48 +01:00
Philip Rebohle
24bceb86c2
[dxvk] Fixed 3D image upload
2017-12-24 15:29:10 +01:00
Philip Rebohle
3762df6cb6
[d3d11] Added proper support for 1D and 3D shader resources
2017-12-24 13:33:22 +01:00
Philip Rebohle
a3f9fa7547
[d3d11] Implemented 1D and 3D texture creation
2017-12-23 17:05:07 +01:00
Philip Rebohle
82b2c40405
[dxvk] Simplified resource binding
...
The backend no longer differentiates between compute pipeline
resources and graphics pipeline resources.
2017-12-23 15:11:23 +01:00
Philip Rebohle
f301633516
[dxbc] Compute shader prep work
2017-12-21 17:27:40 +01:00
Philip Rebohle
46717529fa
[dxbc] Implemented unsigned comparators and sample_l
2017-12-21 17:14:11 +01:00
Philip Rebohle
289da8065d
[d3d11] Implemented border color support
2017-12-21 16:54:20 +01:00
Philip Rebohle
518b469742
[dxvk] Added command stream classes
...
While these are not being used as of yet, these classes can be
used to implement command stream multithreading in the future.
They are also useful to implement command lists for deferred
contexts, which are a core feature of D3D11.
2017-12-20 22:17:14 +01:00
Philip Rebohle
84190369ab
[d3d11] Optimized resource binding methods
2017-12-20 17:37:46 +01:00
Philip Rebohle
659ec7b59d
[d3d11] Added DXGI format properties
2017-12-20 14:54:24 +01:00
Philip Rebohle
5415b685de
[dxbc] Implemented type conversion instructions
2017-12-19 18:12:18 +01:00
Philip Rebohle
2c5b1c151f
[d3d11] Refactored texture creation
2017-12-19 16:01:50 +01:00
Philip Rebohle
f2587ab1b6
[dxgi] Implemented separate color/depth format tables
...
This is required because in D3D11, typeless formats can be used
to create both depth and stencil images, and color formats can
be used to view depth images. In Vulkan, images and views that
are used as depth-stencil attachments will have to be created
with a depth-stencil format, so we have to take the image's
bind flags into account when picking a format.
2017-12-19 14:47:35 +01:00
Philip Rebohle
f97ea7fcea
[d3d11] Implemented CheckFormatSupport and CheckFeatureSupport
2017-12-19 11:05:41 +01:00
Philip Rebohle
2b6cb25675
[d3d11] Implemented D3D11_APPEND_ALIGNED_ELEMENT
2017-12-18 23:24:10 +01:00
Philip Rebohle
6cc3ff4ad8
[dxbc] Basic geometry shader (sm4) support
2017-12-18 16:41:05 +01:00
Philip Rebohle
4d01517dd8
[d3d11] Geometry shader prep work
2017-12-18 12:53:53 +01:00
Philip Rebohle
85120d2d01
[d3d11] Reverted some design decisions related to buffer renaming
2017-12-16 13:35:11 +01:00
Philip Rebohle
d3b2174180
[dxvk] Implemented buffer renaming
2017-12-16 13:21:11 +01:00
Philip Rebohle
d9f38a7f42
[d3d11] Minor restructuring
2017-12-15 19:11:10 +01:00
Philip Rebohle
c0a963ae5b
[dxvk] Renamed DxvkBufferSlice methods for convenience
2017-12-14 19:11:13 +01:00
Philip Rebohle
4502816bb6
[dxvk] Renamed DxvkBufferSlice methods for convenience
2017-12-14 19:09:53 +01:00
Philip Rebohle
9827ace3b0
[d3d11] Fixed buffer bindings with non-zero offsets
2017-12-14 19:07:08 +01:00
Philip Rebohle
6de6421dfd
[d3d11] Refactoring resource creation (1/2) - buffers
2017-12-14 15:59:55 +01:00
Philip Rebohle
40241e0b22
[dxvk] DxvkBufferBinding -> DxvkBufferSlice
2017-12-14 15:24:43 +01:00
Philip Rebohle
bdce9a69fb
[d3d11] Map() optimization removed, needs buffer renaming
...
The naive optimization to use staging buffers rather than actual mapping
turned out to be no more efficient than the previous approach. In order
to achieve good performance, buffer renaming must be implemented instead.
2017-12-14 12:29:41 +01:00
Philip Rebohle
4172b99952
[d3d11] Implemented naive Map() optimization when used with D3D11_MAP_WRITE_DISCARD
2017-12-13 17:49:08 +01:00
Philip Rebohle
a0db9198e3
[d3d11] Removed unnecessary Flush()
2017-12-12 15:39:31 +01:00
Philip Rebohle
2a266eaad4
[general] Added 32-bit support
2017-12-12 12:50:52 +01:00
Philip Rebohle
180667ba65
[d3d11] Fixed depth function
2017-12-12 01:07:27 +01:00
Philip Rebohle
24feb7822d
[d3d11] Added class linkage stub, required for FX11 samples
2017-12-12 01:07:07 +01:00
Philip Rebohle
5f8976fbd4
[d3d11] Fixed triangle strips
2017-12-11 19:38:13 +01:00
Philip Rebohle
037e9a643d
[d3d11] Fixed yet another ref counting bug
2017-12-11 17:01:38 +01:00
Philip Rebohle
c3a29e9de0
[d3d11] Return success value when mapping succeeds instead of an error
2017-12-11 16:29:40 +01:00
Philip Rebohle
c246e03594
[d3d11] Imlpemented some state queries
2017-12-11 14:21:24 +01:00
Philip Rebohle
50b7293b8f
[d3d11] Implemented blend state and depth-stencil state binding
2017-12-11 14:11:18 +01:00
Philip Rebohle
352b46fe80
[d3d11] Refactored state object binding
2017-12-11 13:07:27 +01:00
Philip Rebohle
4144e3229a
[d3d11] Implemented blend state creation
2017-12-11 13:03:07 +01:00
Philip Rebohle
9b9840754d
[d3d11] Added depth-stencil state objects
2017-12-11 01:43:15 +01:00
Philip Rebohle
2d918df0f0
[d3d11] d3d11_state_rs -> d3d11_rasterizer
2017-12-10 23:27:20 +01:00
Philip Rebohle
b4f85a2c2f
[d3d11] Fixed mip-mapped texture creation
2017-12-10 19:10:17 +01:00
Philip Rebohle
cd4f21a0c3
[d3d11] Implemented buffer mapping
2017-12-10 17:36:32 +01:00
Philip Rebohle
52f1c4fa00
[dxvk] Implemented staging buffers for large data transfers
2017-12-10 15:57:51 +01:00
Philip Rebohle
89ec199c34
[d3d11] Re-implemented shader read
2017-12-10 12:21:33 +01:00
Philip Rebohle
7c03495d74
[dxbc] Implemented shader resource declaration for images
2017-12-10 10:34:18 +01:00
Philip Rebohle
9c997120e1
[d3d11] Implemented shader resource binding
2017-12-10 01:56:07 +01:00
Philip Rebohle
9a86178604
[d3d11] Fixed severe reference-counting issue in state objects
2017-12-10 00:55:30 +01:00
Philip Rebohle
2b86a2f1f3
[d3d11] Changed the way default pipeline state is restored
2017-12-09 21:39:56 +01:00
Philip Rebohle
1160810687
[d3d11] Implemented sampler binding
2017-12-09 21:17:26 +01:00
Philip Rebohle
e335c817bc
[d3d11] Implemented sampler creation
2017-12-09 20:49:56 +01:00
Philip Rebohle
50e8b35291
[d3d11] Minor fixes to D3D11Device::CheckMultisampleQualityLevels
2017-12-09 19:44:06 +01:00
Philip Rebohle
8e3c14d8ab
[d3d11] Cleaned up view creation a bit
2017-12-09 19:36:38 +01:00
Philip Rebohle
1e6c11e3f2
[d3d11] Implemented shader resource view creation for 2D textures
2017-12-09 19:06:51 +01:00
Philip Rebohle
f484454854
[d3d11] Device children actually do hold a reference to the device
2017-12-09 15:57:05 +01:00
Philip Rebohle
12d4e68b24
[d3d11] Implemented multisample format support check
2017-12-09 14:46:23 +01:00
Philip Rebohle
d539c3e384
[d3d11] Allow the creation of fake D3D11 WARP and REF devices
2017-12-09 13:43:14 +01:00
Philip Rebohle
b3c391d071
[d3d11] Implemented depth-stencil binding and clear methods
2017-12-09 03:53:42 +01:00
Philip Rebohle
a43bb134e0
[dxvk] Initial support for format info
2017-12-09 02:44:59 +01:00
Philip Rebohle
36e6ba4ebc
[d3d11] Replaced resource view classes by a generic template
2017-12-09 02:09:13 +01:00
Philip Rebohle
e0495c6ecb
[d3d11] Fixed pixel shader constant buffer bindings
2017-12-09 01:40:15 +01:00
Philip Rebohle
685023750d
[d3d11] Fixed uniform buffer barrier
2017-12-09 01:25:32 +01:00
Philip Rebohle
3ad4ed8264
[d3d11] Implemented depth-stencil view creation
2017-12-08 23:25:38 +01:00
Philip Rebohle
88c58320ee
[d3d11] Implemented texture creation
2017-12-08 23:13:15 +01:00
Philip Rebohle
c90bc3e946
[dxbc] Implemented proper resource slot mapping
2017-12-08 22:30:41 +01:00
Philip Rebohle
0610296248
[d3d11] Implemented constant buffer binding
2017-12-08 19:39:33 +01:00
Philip Rebohle
e872448ca3
[dxbc] Refactored shader compiler to return a DxvkShader
2017-12-08 18:14:05 +01:00
Philip Rebohle
26dc8e2dd8
[tests] Updated D3D11 triangle sample
2017-12-08 11:19:12 +01:00
Philip Rebohle
56826cbf82
[d3d11] Implemented index buffer binding
2017-12-08 01:51:49 +01:00
Philip Rebohle
9e1cf8396b
[dxvk] Added environment variable to toggle debug layers
2017-12-08 01:32:02 +01:00
Philip Rebohle
b49815657e
[dxvk] Refactored blend state
2017-12-08 01:06:48 +01:00
Philip Rebohle
84605a1310
[dxvk] Refactored input layout state
2017-12-08 00:44:58 +01:00
Philip Rebohle
385c92db5a
[dxvk] Refactoring of most constant state objects
2017-12-08 00:02:43 +01:00
Philip Rebohle
796c200e32
[dxvk] Major refactoring of graphics pipeline state lookup in order to support more dynamic state
2017-12-07 21:47:38 +01:00
Philip Rebohle
ade00add8d
[dxvk] Removed buffer stride stuff for now, we need a better solution
2017-12-07 19:28:54 +01:00
Philip Rebohle
27e63cbdc6
[d3d11] Implemented small buffer uploads
2017-12-07 18:51:41 +01:00
Philip Rebohle
2a2e179b91
[d3d11] Fixed initial context state setup and viewport orientation
2017-12-07 18:38:54 +01:00
Philip Rebohle
3cf9582187
[d3d11] Added default constant state objects
2017-12-07 14:22:23 +01:00
Philip Rebohle
05ef218326
[d3d11] Implemented vertex buffer binding
2017-12-07 14:03:15 +01:00
Philip Rebohle
be7a70a307
[d3d11] Implemented buffer creation
2017-12-07 13:31:32 +01:00
Philip Rebohle
5bf4ae7048
[d3d11] Initial work on buffer creation
2017-12-07 13:18:12 +01:00
Philip Rebohle
1f89452014
[d3d11] Implemented input layout creation
2017-12-07 12:45:02 +01:00
Philip Rebohle
bf17c61579
[d3d11] Implemented shader binding
2017-12-07 10:12:48 +01:00
Philip Rebohle
ddb1627985
[d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device
2017-12-07 00:55:21 +01:00
Philip Rebohle
69b938118d
[general] Fixed write conflicts in logger
2017-12-06 23:36:11 +01:00
Philip Rebohle
bcb193a7fc
[d3d11] Removed unnecessary feature requirement
2017-12-06 19:14:59 +01:00
Philip Rebohle
dece62c70a
[d3d11] Implemented basic shader creation methods
2017-12-06 18:54:01 +01:00
Philip Rebohle
8934ab0fc7
[d3d11] Added stubs for shader classes
2017-12-06 14:16:14 +01:00
Philip Rebohle
c7e1131864
[d3d11] Implemented rasterizer state creation
2017-12-06 13:16:54 +01:00
Philip Rebohle
f990fcaa01
[d3d11] Implemented rasterization state and viewports
2017-12-06 12:11:59 +01:00
Philip Rebohle
7c1064e3eb
[d3d11] Moved render target state to OM state struct
2017-12-05 12:59:35 +01:00
Philip Rebohle
365f992a97
[d3d11] CreateRenderTargetView now uses proper format
2017-12-04 13:47:18 +01:00
Philip Rebohle
cf33315c0c
[d3d11] Some cleanup work
2017-12-04 13:39:37 +01:00
Philip Rebohle
7ec8e727d2
[d3d11] Device creation now logs requested feature levels
2017-12-02 19:07:48 +01:00
Philip Rebohle
ac2d16599c
[d3d11] Implemented proper feature tests
2017-12-02 16:47:06 +01:00
Philip Rebohle
e051498621
[d3d11] Added enum to stringfunctions
2017-12-02 16:46:53 +01:00
Philip Rebohle
4e39ef859b
[dxvk] More convenient command list assignment API
2017-12-01 10:08:49 +01:00
Philip Rebohle
004bc88e0c
[d3d11] ClearRenderTargetView now handles unbound images as well
2017-12-01 00:52:39 +01:00
Philip Rebohle
b389c9ea1f
[d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView
2017-11-29 20:19:40 +01:00
Philip Rebohle
b35f0c64b4
[dxgi] Refactored swap chain <-> device communication
2017-11-29 16:23:33 +01:00
Philip Rebohle
a956c1b8ac
[dxgi] Added DxgiResource for image and buffer creation
2017-11-29 15:16:07 +01:00
Philip Rebohle
9fedd0187b
[dxgi] Implemented back buffer creation
2017-11-29 08:29:12 +01:00
Philip Rebohle
ad9f71fa02
[dxgi] Implemented DxgiSwapChain::GetBuffer and more of Present
2017-11-29 07:55:44 +01:00
Philip Rebohle
0c3a68c519
[d3d11] D3D11Texture2D stub
2017-11-27 15:52:24 +01:00
Philip Rebohle
0cdc13d785
[dxgi] Renamed private DXGI interfaces
2017-11-27 15:51:53 +01:00
Philip Rebohle
f924931d2d
[general] Removed TRACE calls for now
2017-11-26 14:01:41 +01:00
Philip Rebohle
d225744c98
[d3d11] Wired up draw calls and dispatch calls to the underlying DXVK context
2017-11-23 14:24:23 +01:00
Philip Rebohle
8728e6e101
[d3d11] Build with DXBC compiler
2017-10-16 17:50:39 +02:00
Philip Rebohle
6e27b7c0cc
[d3d11] Added buffer creation (incomplete)
2017-10-16 10:37:01 +02:00
Philip Rebohle
b0517b16f0
[d3d11] Fixed interface queries
2017-10-15 21:50:34 +02:00
Philip Rebohle
ea15f22492
[d3d11] Added buffer stub
2017-10-15 21:38:09 +02:00
Philip Rebohle
024d69784d
[d3d11] Implemented basic device creation
2017-10-11 15:32:24 +02:00
Philip Rebohle
c7680dea2a
[d3d11] Added D3D11 stubs
2017-10-11 09:51:48 +02:00