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path: root/Source/Core/VideoBackends/D3D/D3DState.cpp
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2016-10-10VideoBackends: Always enable dual-source blending if supported.Jules Blok
2016-08-15VideoBackends: Enable depth clamping.Jules Blok
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-03-24VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper functionEmptyChaos
2016-03-24VideoBackends: Do not use Anisotropy on Point filtered textures.EmptyChaos
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2015-09-26Common: Remove other Common prefixed headers from Common.hLioncash
2015-06-28Use emplace() instead of insert() where applicable for maps.Lioncash
2015-06-19Fix aniso filtering on d3d to not set aniso filter when using 1xMatthew Parlane
2015-05-26D3D: Depth range inversion.galop1n
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-03D3D: Replaced explicit _BitScanForward with LeastSignificantSetBitYuriy O'Donnell
2015-04-29D3D: StateManager::Apply no longer iterates through every texture and ↵Yuriy O'Donnell
sampler slot Now using bit scan through dirty slot masks.
2014-12-19D3DState: Remove wireframe rasterizer support.Jules Blok
2014-12-17D3D: Moved setting texture by slot mask into StateManagerYuriy O'Donnell
2014-12-13D3D: Fixed D3D validation error during EFB to texture copyYuriy O'Donnell
Texture was being bound as a render target while still being set as a shader resource. D3D automatically unbinds the SRV in this case and generates a validation error. The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-07D3D: StateManager m_current and m_pending are now value-initializedYuriy O'Donnell
2014-12-07D3D: Removed cull mode changes for lines and pointsYuriy O'Donnell
Fixed include order and whitespace
2014-12-07D3D: Implemented context state cachingYuriy O'Donnell
This avoids most of the redundant API calls.
2014-11-24More formatting and consistency fixesStevoisiak
2014-10-21D3D: Enabled depth clippingYuriy O'Donnell
2014-10-16D3D: State cache now reduces number of blend state permutations by ↵Yuriy O'Donnell
collapsing some states that have blending disabled
2014-10-15D3D: moved render state cache implementation to D3DState.h/cppYuriy O'Donnell