Philip Rebohle
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672675ba78
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[d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
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2018-01-12 15:38:07 +01:00 |
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Philip Rebohle
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c1d6c20066
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[d3d11] Implemented D3D11 parts of append/consume buffers
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2018-01-11 12:23:55 +01:00 |
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Philip Rebohle
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788f275315
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[d3d11] UAV prep work + cleanups
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2017-12-27 01:36:45 +01:00 |
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Philip Rebohle
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50b7293b8f
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[d3d11] Implemented blend state and depth-stencil state binding
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2017-12-11 14:11:18 +01:00 |
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Philip Rebohle
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9c997120e1
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[d3d11] Implemented shader resource binding
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2017-12-10 01:56:07 +01:00 |
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Philip Rebohle
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1160810687
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[d3d11] Implemented sampler binding
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2017-12-09 21:17:26 +01:00 |
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Philip Rebohle
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b3c391d071
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[d3d11] Implemented depth-stencil binding and clear methods
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2017-12-09 03:53:42 +01:00 |
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Philip Rebohle
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c90bc3e946
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[dxbc] Implemented proper resource slot mapping
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2017-12-08 22:30:41 +01:00 |
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Philip Rebohle
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0610296248
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[d3d11] Implemented constant buffer binding
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2017-12-08 19:39:33 +01:00 |
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Philip Rebohle
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05ef218326
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[d3d11] Implemented vertex buffer binding
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2017-12-07 14:03:15 +01:00 |
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Philip Rebohle
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1f89452014
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[d3d11] Implemented input layout creation
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2017-12-07 12:45:02 +01:00 |
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Philip Rebohle
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dece62c70a
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[d3d11] Implemented basic shader creation methods
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2017-12-06 18:54:01 +01:00 |
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Philip Rebohle
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8934ab0fc7
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[d3d11] Added stubs for shader classes
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2017-12-06 14:16:14 +01:00 |
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Philip Rebohle
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f990fcaa01
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[d3d11] Implemented rasterization state and viewports
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2017-12-06 12:11:59 +01:00 |
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Philip Rebohle
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7c1064e3eb
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[d3d11] Moved render target state to OM state struct
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2017-12-05 12:59:35 +01:00 |
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Philip Rebohle
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cf33315c0c
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[d3d11] Some cleanup work
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2017-12-04 13:39:37 +01:00 |
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Philip Rebohle
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b389c9ea1f
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[d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView
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2017-11-29 20:19:40 +01:00 |
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