Philip Rebohle
5b90b6a7ce
[dxvk] Make external subpass dependencies part of DxvkRenderPassOps
...
This will allow us to use finer-grained synchronization around certain
meta operations involving render targets, such as clears.
2019-01-22 20:13:43 +01:00
Philip Rebohle
3a3b1eda59
[dxvk] Move render pass out of pipeline state vector
2018-05-03 23:48:45 +02:00
Philip Rebohle
cf1358b2f4
[dxvk] Fixed partial depth-stencil clear operations
2018-04-30 21:42:16 +02:00
Philip Rebohle
1bbfe77013
[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
2018-04-30 15:47:29 +02:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
...
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
...
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +01:00
Philip Rebohle
5f0e94138e
[dxvk] Implemented support for multisampled images and render targets
2017-12-12 00:27:49 +01:00
Philip Rebohle
e0df25a7c5
[dxvk] Implemented proper image memory barriers
2017-12-05 13:00:06 +01:00
Philip Rebohle
e433c01ad4
[dxvk] Some more work on shader resources and resource bindings
2017-10-15 17:56:06 +02:00
Philip Rebohle
921abce1b3
[dxvk] Added limit constants
2017-10-14 13:37:40 +02:00
Philip Rebohle
00e63d71a9
Initial commit
2017-10-10 23:32:13 +02:00