rpcsx/rpcs3/Emu/RSX/D3D12
vlj d2c13bc4c1 d3d12: Use a commited resource for constant buffer
Since we rarely use more than 1k of constant data we waste space due to
alignment requirement with heap so use a commited resource instead.
2015-08-12 00:28:02 +02:00
..
D3D12.h d3d12: warning log fix 2015-08-12 00:26:50 +02:00
D3D12Buffer.cpp d3d12: Use a commited resource for constant buffer 2015-08-12 00:28:02 +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: Make depth test optionnal and use (0,0,0,0) when texture unit is disabled 2015-08-12 00:28:01 +02:00
D3D12FragmentProgramDecompiler.h d3d12: Update 2015-08-12 00:23:48 +02:00
D3D12GSRender.cpp d3d12: Use a commited resource for constant buffer 2015-08-12 00:28:02 +02:00
D3D12GSRender.h d3d12: Use a commited resource for constant buffer 2015-08-12 00:28:02 +02:00
D3D12PipelineState.cpp d3d12: Fix color masking 2015-08-12 00:26:51 +02:00
D3D12PipelineState.h d3d12: Fix color masking 2015-08-12 00:26:51 +02:00
D3D12RenderTargetSets.cpp d3d12: Handle w16Z16Y16X16 rtt format 2015-08-12 00:26:43 +02:00
D3D12RenderTargetSets.h d3d12: Handle w16Z16Y16X16 rtt format 2015-08-12 00:26:43 +02:00
D3D12Texture.cpp d3d12: Use a commited resource for constant buffer 2015-08-12 00:28:02 +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
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