rpcsx/rpcs3/Emu/RSX/D3D12
kd-11 fe5828cb47 rsx: Implement QUAD_STRIP
- QUAD_STRIP evaluates to TRIANGLE_STRIP in memory. The memory layout is identical.
- The only difference between the two modes would be the primitive_ID but that doesnt matter on RSX
- Its worth noting that results will be different between the two modes if input vertices are non-coplanar for every set of N verts
2017-08-26 21:53:54 +03:00
..
D3D12Buffer.cpp gl: Move vertex processing to the GPU 2017-08-16 23:58:30 +03:00
D3D12CommonDecompiler.cpp rsx: Make fragment state dynamic to reduce shader permutations 2017-08-26 21:53:54 +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
D3D12FragmentProgramDecompiler.cpp rsx: Make fragment state dynamic to reduce shader permutations 2017-08-26 21:53:54 +03:00
D3D12FragmentProgramDecompiler.h
D3D12GSRender.cpp gl: Move vertex processing to the GPU 2017-08-16 23:58:30 +03:00
D3D12GSRender.h gl: Move vertex processing to the GPU 2017-08-16 23:58:30 +03:00
D3D12MemoryHelpers.cpp
D3D12MemoryHelpers.h
D3D12Overlay.cpp
D3D12PipelineState.cpp gl: Move vertex processing to the GPU 2017-08-16 23:58:30 +03:00
D3D12PipelineState.h
D3D12RenderTargetSets.cpp d3d12: ignore 0 sized rt dma copy 2017-08-19 12:27:53 +03:00
D3D12RenderTargetSets.h
D3D12Texture.cpp
D3D12Utils.cpp
D3D12Utils.h
D3D12VertexProgramDecompiler.cpp
D3D12VertexProgramDecompiler.h
d3dx12.h