ppsspp/GPU/D3D11
Unknown W. Brackets 4ea5d165f5 D3D11: Always use accurate depth.
The Direct3D APIs use a "min" and "max" value, and it's required that min
must be less than or equal to max.  If this requirement is not met, the
viewport parameters are not updated.

We forced accurate depth on for NVIDIA and AMD, but this just meant Intel
was still broken and less people were reporting bugs about it.

Although the PSP GE has depth viewport transform, this is not used for
clipping and is not actually the depth range.  The minz and maxz GE
registers are the depth range, and minz must be less than or equal to maxz
for drawing to occur.
2020-04-18 22:34:33 -07:00
..
D3D11Util.cpp add missing inclues. 2018-03-22 22:14:19 +01:00
D3D11Util.h Fix D3D11 push buffer overflow 2017-11-24 17:53:42 +01:00
DepalettizeShaderD3D11.cpp GLES: Remove spurious semicolons in shaders. 2018-12-23 20:21:17 -08:00
DepalettizeShaderD3D11.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineD3D11.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
DrawEngineD3D11.h [spline/bezier]Surround with namespace Spline. 2018-10-07 23:54:28 +09:00
FragmentShaderGeneratorD3D11.cpp GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FragmentShaderGeneratorD3D11.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
FramebufferManagerD3D11.cpp Fix the build - there's a Vec3 name collision, fixed it using a namespace. 2019-10-22 22:58:10 +02:00
FramebufferManagerD3D11.h GPU: Clear alpha more consistently from 565. 2018-08-30 21:00:21 -07:00
GPU_D3D11.cpp D3D11: Always use accurate depth. 2020-04-18 22:34:33 -07:00
GPU_D3D11.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
ShaderManagerD3D11.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
ShaderManagerD3D11.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingD3D11.cpp GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
StateMappingD3D11.h D3D11: Enable depth clamping. 2018-09-18 21:49:17 -07:00
StencilBufferD3D11.cpp Get rid of MaskedEqual 2018-11-12 08:19:19 +01:00
TextureCacheD3D11.cpp Fix a crash on DirextX 11 with Feature Level <= 9_3 hardware 2019-05-04 22:45:16 +08:00
TextureCacheD3D11.h Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. 2018-03-25 10:50:37 +02:00
TextureScalerD3D11.cpp D3D11: Fix texture scaling with blank first half. 2017-07-01 16:10:00 -07:00
TextureScalerD3D11.h Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
VertexShaderGeneratorD3D11.cpp Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VertexShaderGeneratorD3D11.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00