4a9b26de86
VideoCommon: Expose SamplerState to shaders
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
d0d010f854
D3D11: Make stateman a unique_ptr
2019-03-29 19:55:00 +10:00
1151a1238f
D3D11: Use ComPtr smart pointer where possible
2019-03-29 19:52:38 +10:00
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
40845e6b8f
D3D: Make StateCache thread safe
2018-03-10 15:56:21 +10:00
31111ef143
D3D: Remove state stack from tracker, set explicitly instead
2018-02-22 19:40:55 +10:00
e18c7b1c33
D3D: Support state tracking of compute shaders
2018-02-22 19:11:27 +10:00
798ec96e14
D3D: Make state cache part of Renderer and not static
2017-11-22 18:17:07 +10:00
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
5c9bc8b79c
D3D11: Use blending state from VideoCommon
2017-09-03 14:14:54 +10:00
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
278e406f0b
D3D/Render: Use std::array where applicable
2017-05-28 23:28:00 -04:00
23d99f2f2c
specify custom brace style to fix unions
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BreakBeforeBraces: Allman apparently includes all styles,
except for AfterUnion (which is false) when using clang-format -dump-config
2017-01-05 12:55:13 +01:00
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
f75187db3e
Add missing newlines at EOF
2015-03-01 17:17:09 +01:00
c9e469f832
D3DState: Remove wireframe rasterizer support.
2014-12-19 14:10:52 +01:00
717e155ce1
Merge pull request #1689 from kayru/d3d_efb_copy_fix
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D3D: Fixed D3D validation error during EFB to texture copy
2014-12-18 02:59:51 -08:00
5688c27610
D3D: Moved setting texture by slot mask into StateManager
2014-12-17 23:41:26 +01:00
14792c3402
D3DState: Set the pixel shader in m_current when linking dynamically.
2014-12-13 22:09:34 +01:00
a2b43b21fe
D3DState: Always update the m_pending members in the setters.
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Fixes unintentional behaviour when a setter is called twice before the state is applied.
2014-12-13 21:51:18 +01:00
764aee6995
D3D: Fixed D3D validation error during EFB to texture copy
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Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
0e18e9e80d
D3D: Removed cull mode changes for lines and points
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
21655dc61a
D3D: moved render state cache implementation to D3DState.h/cpp
2014-10-15 20:22:41 +02:00