Philip Rebohle
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d38607c9be
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[dxvk] Implement depth-stencil resolve
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2019-08-13 15:16:09 +02:00 |
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Philip Rebohle
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e54dfab471
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[dxvk] Support depth-stencil resolve using VK_KHR_depth_stencil_resolve
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2019-08-13 15:16:09 +02:00 |
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Philip Rebohle
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7e95493fba
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[dxvk] Support shader-based depth-stencil resolve
Requires VK_EXT_shader_stencil_export for stencil resolves.
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2019-08-13 15:16:00 +02:00 |
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Philip Rebohle
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4fd41f8550
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[dxvk] Don't allow common objects to be reference-counted
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2019-07-30 20:06:59 +02:00 |
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Philip Rebohle
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e91efb6dc2
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[dxvk] Use new fullscreen shaders for meta resolve operations
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2019-07-18 18:57:17 +02:00 |
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Philip Rebohle
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95bfac84f1
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[dxvk] Support image sub-regions for resolve operations
Required for legacy graphics APIs.
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2019-04-19 11:41:12 +02:00 |
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Philip Rebohle
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ea5dcd5b14
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[dxvk] Re-implement class to create meta-resolve objects
This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
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2019-04-07 21:07:25 +02:00 |
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Philip Rebohle
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73bb0d8ae2
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[dxvk] Remove shader-based resolve
No longer necessary since we're using render pass resolve now.
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2019-03-24 16:36:35 +01:00 |
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Philip Rebohle
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5d1f00be34
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[dxvk] Implement shader-based meta-resolve operation
This should work around a variety of potential driver issues
when games resolve typeless images with a different format.
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2018-06-23 13:17:01 +02:00 |
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Philip Rebohle
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b419b3dfbd
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[dxvk] Implemented typeless resolve
This should allow a large number of Unity-based games to
render at least a menu.
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2018-02-21 01:04:28 +01:00 |
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