Commit graph

84 commits

Author SHA1 Message Date
Nekotekina 5f6caf33f0 MINGW64: Compilation fix 2015-11-16 19:12:51 +03:00
Vincent Lejeune 570ca1c87f d3d12: Use a_b_c style for D3D12GSRender.h members 2015-11-15 20:21:44 +01:00
Vincent Lejeune 2a9895b7f0 rsx/d3d12: Move fragment constants filling code to ProgramStateCache 2015-11-06 20:08:45 +01:00
Vincent Lejeune 2ad7051746 rsx/d3d12: Move vertex constants filling code to RSXThread 2015-11-06 20:08:41 +01:00
Vincent Lejeune 02ce78482c rsx/d3d12: Move scale offset buffer setting to RSXThread 2015-11-06 20:08:17 +01:00
Vincent Lejeune c197b54774 d3d12: Rename D3D12GSRender function
Match a_b_c coding style.
2015-10-29 18:48:53 +01:00
Vincent Lejeune 124d0de325 d3d12: Move storage helpers to their dedicated files. 2015-10-29 18:48:52 +01:00
Vincent Lejeune 1ec18bdf64 RSX/common: Clean BufferUtils code
* Add noexcept
* Use a_b_c code style
* Use anonymous namespace
2015-10-29 18:48:50 +01:00
Vincent Lejeune 119126c60c d3d12: Move enum conversion to a separate files.
* Add noexcept
* Use unreachable
* Use a_b_c style
2015-10-29 18:48:48 +01:00
Vincent Lejeune 9f49232cac d3d12: Avoid copying index data and use correct index range.
This fixes Braid.
2015-10-27 01:24:04 +01:00
Nekotekina d4e0da3f80 DX12 fix + rpcs3-tests project 2015-10-21 13:31:29 +03:00
Vincent Lejeune a462b4518c d3d12: Move d3d12 files to separate solution.
It simplify solution configurations.
2015-10-17 04:15:58 +02:00
Vincent Lejeune a2997a1109 d3d12: Avoid an extra vertex copy 2015-10-15 17:13:43 +02:00
Vincent Lejeune 0e98da2306 d3d12: Make descriptor heap a little more compact. 2015-10-15 17:13:40 +02:00
Vincent Lejeune a63fdf6c45 Use files from master
- Drop smart vertex storage and use OpenGL's one instead.
2015-10-13 14:27:17 +02:00
Vincent Lejeune 86fff9800f Remove base offset 2015-10-13 00:04:16 +02:00
Vincent Lejeune 1e431edf09 Remove fragment program 2015-10-13 00:04:15 +02:00
Vincent Lejeune 67f1f0fea3 Remove fragment constants 2015-10-13 00:04:15 +02:00
Vincent Lejeune beabc88f79 Remove transform constants 2015-10-13 00:04:14 +02:00
Vincent Lejeune dd1afe85ae Remove alpha func 2015-10-13 00:04:13 +02:00
Vincent Lejeune 60bccf0f10 Remove RSXVertexArray 2015-10-13 00:04:12 +02:00
Vincent Lejeune 73535e0c04 remove m_surface* 2015-10-13 00:04:12 +02:00
Vincent Lejeune 3de47c201c RSX: Create a rsx namespace.
Put get_address inside.
2015-10-13 00:04:04 +02:00
Vincent Lejeune e3e5b46cbf Remove m_ prefix on some members of RSXThread 2015-10-13 00:04:03 +02:00
Vincent Lejeune 0138a95567 RSX: Remove using namespace ps3 in header 2015-10-13 00:04:02 +02:00
Vincent Lejeune c7b7d1f71f Common: Move generic vertex buffer code from d3d12 backend 2015-10-03 18:25:19 +02:00
Vincent Lejeune 9a0232bc87 d3d12: Use d3dx12.h defined structs for constant buffers code 2015-10-03 18:25:16 +02:00
Vincent Lejeune 703b1636c8 d3d12: Do not use array size to get vertex buffer element count. 2015-10-03 18:25:15 +02:00
Vincent Lejeune 37721d6b8a d3d12: Use big buffer instead of placed resource for vertex index storage
Increase perf in Disgaea 3
2015-09-25 22:35:22 +02:00
Vincent Lejeune 8ba74a7f7d d3d12: Add some more counter to debug overlay 2015-09-25 22:35:21 +02:00
Vincent Lejeune 23bd197bd4 d3d12: clean code 2015-09-25 22:35:19 +02:00
Vincent Lejeune f10c812301 d3d12: Use d3dx12.h defined struct. 2015-09-25 22:34:34 +02:00
Vincent Lejeune 12f00a5e16 d3d12: Fix indexed triangle fan emulation. 2015-09-18 22:36:21 +02:00
Vincent Lejeune 0da893695e d3d12: Fix buffer upload with a base vertex. 2015-09-18 22:36:20 +02:00
Vincent Lejeune 63a54dd70d d3d12: Rewrite per frame resource cleaning function. 2015-08-16 23:45:51 +03:00
Vincent Lejeune 09cc127dd9 d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
Vincent Lejeune 9cb88b3a8d d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples 2015-08-14 23:39:37 +02:00
vlj 9b10895c38 d3d12: Fix build with latest master 2015-08-12 00:28:35 +02:00
vlj 8801abb93a d3d12: Refactor index management
Separates it from vertex management and move all the logic (forced
indexing, index count calculation...) outside of GSRender.
2015-08-12 00:28:29 +02:00
vlj 91809c09d4 d3d12: use memcpy instead of streamToBuffer for alpha settings
streamToBuffer doesn't work well for data < 128 bits
2015-08-12 00:28:28 +02:00
vlj bf394d4f56 d3d12: Support triangle fan
Fix missing character members in the guided fate paradox
2015-08-12 00:28:28 +02:00
vlj 1c7bff4d36 d3d12: Use align instead of powerOf2Align 2015-08-12 00:28:20 +02:00
vlj 141c7ef340 d3d12: Do not cache non buffer vertex attribute
Fix dice test
2015-08-12 00:28:19 +02:00
vlj 73aeda1507 d3d12: Use stream to buffer to upload vertex constants 2015-08-12 00:28:19 +02:00
vlj 2c802735bd d3d12: Fix crash + use ref instead of copying in some for loops 2015-08-12 00:28:18 +02:00
vlj 8f31211557 d3d12: Avoid copying 8k of constant data per draw call 2015-08-12 00:28:17 +02:00
vlj 4ee66a2680 d3d12: Implement intraframe vertex caching 2015-08-12 00:28:16 +02:00
vlj aa66ddcd86 d3d12: Add some code documentation + rename some functions 2015-08-12 00:28:09 +02:00
vlj f2d39d0e82 d3d12: Use fixed width/height scale and use surface_clip info for scaleOffset matrix
Thanks to raven02 for the patch.
2015-08-12 00:28:09 +02:00
vlj 41577b5018 d3d12: Fix some warnings 2015-08-12 00:28:03 +02:00