294bb75316
Merge pull request #3295 from stenzek/d3d-xfb-msaa
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D3D: Fix multiple issues relating to MSAA
2015-12-28 01:13:42 +01:00
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
63264ac23f
D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering
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Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.
Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
2015-12-08 20:29:21 +10:00
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
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
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
49137c7c2c
FramebufferManager: Return framebuffer target size in GetTargetSize().
2014-12-25 00:57:52 +01:00
4a86234a79
D3D: Support stereoscopic XFB blit to screen.
2014-12-24 18:45:24 +01:00
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
cf12c93c86
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
2014-12-14 13:28:43 +01:00
9a312e2b83
D3D: Use two slices for most of our textures.
2014-12-14 13:28:40 +01:00
2fcaca0603
More range-based loops and overrides
2014-03-17 02:55:55 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
d2038049f5
Replace all include guard ifdefs with "#pragma once"
2014-02-10 18:07:16 -05:00
9b6c6fa9e4
BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
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Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00