Philip Rebohle
41fca78d27
[dxgi] Add GetDevice method to IDXGIVkInteropSurface
...
Convenient way of getting the IDXGIVkInteropDevice from the surface
without having to go through several D3D interface queries.
2018-05-01 23:30:39 +02:00
Philip Rebohle
1ed1c43431
[d3d11] Wire up D3D11VkInteropSurface to D3D11Texture*D classes
2018-04-20 11:12:54 +02:00
Philip Rebohle
81a0fa4805
[d3d11] Implemented IDXGIVkInteropSurface for common textures
2018-04-20 10:38:39 +02:00
Philip Rebohle
db541d188f
[dxgi] Added static format mapping table
2018-04-12 17:49:14 +02:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
...
This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods
2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture
2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo
2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture
2018-03-13 23:51:30 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
...
Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid
2018-02-22 21:38:45 +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
91a5eb963b
[d3d11] Minor formatting + doc improvements
2017-12-31 00:25:19 +01:00
Philip Rebohle
0d3a1b25a1
[d3d11] Initial support for image updates + mapping
2017-12-25 20:40:48 +01:00
Philip Rebohle
a3f9fa7547
[d3d11] Implemented 1D and 3D texture creation
2017-12-23 17:05:07 +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
2a266eaad4
[general] Added 32-bit support
2017-12-12 12:50:52 +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
ddb1627985
[d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device
2017-12-07 00:55:21 +01:00
Philip Rebohle
cf33315c0c
[d3d11] Some cleanup work
2017-12-04 13:39:37 +01:00
Philip Rebohle
b389c9ea1f
[d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView
2017-11-29 20:19:40 +01:00
Philip Rebohle
a956c1b8ac
[dxgi] Added DxgiResource for image and buffer creation
2017-11-29 15:16:07 +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