rpcsx/rpcs3/Emu/RSX/D3D12
kd-11 1730708f47 rsx: Rework memory protection management for framebuffer access
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
2018-06-26 20:07:20 +03:00
..
D3D12Buffer.cpp dx12/vk/gl: implement use of vertex_data_base_index when calculating index 2018-03-30 13:30:04 +03:00
D3D12CommonDecompiler.cpp rsx/fp: Fragment program overhaul 2018-03-25 13:31:06 +03:00
D3D12CommonDecompiler.h rsx: Make fragment state dynamic to reduce shader permutations 2017-08-26 21:53:54 +03:00
D3D12Formats.cpp rsx: Implement QUAD_STRIP 2017-08-26 21:53:54 +03:00
D3D12Formats.h typos 2018-05-14 21:14:39 +04:00
D3D12FragmentProgramDecompiler.cpp typos 2018-05-14 21:14:39 +04:00
D3D12FragmentProgramDecompiler.h typos 2018-05-14 21:14:39 +04:00
D3D12GSRender.cpp rsx: Rework memory protection management for framebuffer access 2018-06-26 20:07:20 +03:00
D3D12GSRender.h rsx: Avoid semaphore acquire deadlock 2018-05-30 13:30:23 +03:00
D3D12MemoryHelpers.cpp rsx: ZCULL rewrite and other improvements 2018-03-13 18:55:03 +03:00
D3D12MemoryHelpers.h rsx: ZCULL rewrite and other improvements 2018-03-13 18:55:03 +03:00
D3D12Overlay.cpp dx12: Fix error reporting 2017-06-29 13:13:19 +03:00
D3D12PipelineState.cpp rsx: Fix depth clipping 2018-01-14 20:50:55 +03:00
D3D12PipelineState.h rsx/vulkan: Add post-compilation key validation and dynamically determine attachment write maks based on decompiled shader 2018-03-13 18:55:03 +03:00
D3D12RenderTargetSets.cpp d3d12: fix invalid framebuffer crash and shader compile 2018-01-14 20:50:55 +03:00
D3D12RenderTargetSets.h rsx: Preserve read AA state separate from write AA state 2018-06-08 22:17:50 +03:00
D3D12Texture.cpp Remove Volume Texture Compression (VTC) tiling for Vulkan, DX12 and ATI (OpenGL). 2018-03-23 12:01:30 +03:00
D3D12Utils.cpp The rest 2016-05-23 16:22:25 +03:00
D3D12Utils.h typos 2018-05-14 21:14:39 +04:00
D3D12VertexProgramDecompiler.cpp rsx/decompilers: Avoid std::endl like the plague. It adds extra processing overhead 2017-06-29 13:13:19 +03:00
D3D12VertexProgramDecompiler.h d3d12: Store vertex attributes as SRV and disable Input_layout. 2016-01-26 23:13:29 +01:00
d3dx12.h Moves GL, minidx12, OpenAL, stblib to 3rdparty 2016-03-20 22:20:23 +00:00