rpcsx/rpcs3/Emu/RSX/D3D12
Vincent Lejeune 3b0afe92e3 d3d12: Add a dummy D3D12Lib struct that load/unload d3d12.dll
It allows to unload the lib after everything else has been released, it
fixes a crash when leaving an app with d3d12 backend.
2015-08-14 23:39:38 +02:00
..
D3D12.h d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12Buffer.cpp d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12Buffer.h d3d12; Factorise IALayout generation code 2015-08-12 00:23:16 +02:00
D3D12CommonDecompiler.cpp d3d12: Factorize common use functions among frag and vertex decompiler 2015-08-12 00:26:44 +02:00
D3D12CommonDecompiler.h d3d12: Factorize common use functions among frag and vertex decompiler 2015-08-12 00:26:44 +02:00
D3D12FragmentProgramDecompiler.cpp d3d12: Fix binding of tex/sampler 2015-08-12 00:28:26 +02:00
D3D12FragmentProgramDecompiler.h d3d12: Update 2015-08-12 00:23:48 +02:00
D3D12GSRender.cpp d3d12: Add a dummy D3D12Lib struct that load/unload d3d12.dll 2015-08-14 23:39:38 +02:00
D3D12GSRender.h d3d12: Add a dummy D3D12Lib struct that load/unload d3d12.dll 2015-08-14 23:39:38 +02:00
D3D12PipelineState.cpp d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12PipelineState.h d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12RenderTargetSets.cpp d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12RenderTargetSets.h d3d12: Handle w16Z16Y16X16 rtt format 2015-08-12 00:26:43 +02:00
D3D12Texture.cpp d3d12: Use ComPtr<> instead of manually releasing some structures 2015-08-14 23:39:37 +02:00
D3D12Texture.h d3d12: Move texture code to another file + add the copy command as soon as possible 2015-08-12 00:25:32 +02:00
D3D12Utils.cpp d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples 2015-08-14 23:39:37 +02:00
D3D12VertexProgramDecompiler.cpp d3d12: Make depth test optionnal and use (0,0,0,0) when texture unit is disabled 2015-08-12 00:28:01 +02:00
D3D12VertexProgramDecompiler.h d3d12: Update 2015-08-12 00:23:49 +02:00