..
D3D11Util.cpp
Make the hardware skinning code match
2020-11-01 19:58:50 +01:00
D3D11Util.h
Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
2020-10-21 23:20:15 +02:00
DepalettizeShaderD3D11.cpp
Merge base/basictypes.h into Common/Common.h (mostly).
2020-09-29 15:51:51 +02:00
DepalettizeShaderD3D11.h
Move most GPU things to Common.
2020-10-04 23:39:02 +02:00
DrawEngineD3D11.cpp
Turn off vertex range culling in bezier/spline calls.
2020-12-13 16:04:16 +01:00
DrawEngineD3D11.h
ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
2020-11-08 12:54:05 +01:00
FramebufferManagerD3D11.cpp
D3D11: Avoid the debug layer hazard tracker after blits.
2020-12-19 20:31:58 +01:00
FramebufferManagerD3D11.h
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
GPU_D3D11.cpp
Split the DepthRangeHack compat setting into itself and DisableRangeCulling
2020-12-26 19:56:49 +01:00
GPU_D3D11.h
Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
2020-09-14 00:04:39 +02:00
ShaderManagerD3D11.cpp
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
ShaderManagerD3D11.h
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
StateMappingD3D11.cpp
Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650 .
2020-11-10 22:07:20 +01:00
StateMappingD3D11.h
Move most GPU things to Common.
2020-10-04 23:39:02 +02:00
StencilBufferD3D11.cpp
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
2020-10-31 18:32:43 +01:00
TextureCacheD3D11.cpp
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
TextureCacheD3D11.h
Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668 .
2020-11-22 18:00:07 +01:00
TextureScalerD3D11.cpp
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
TextureScalerD3D11.h
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00