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path: root/Source/Core/VideoBackends/D3D12/D3D12Renderer.cpp
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2023-01-31Add AbstractGfx for DX12Scott Mansell
2023-01-31Move Presenting, Dumping and ImGui out of RendererScott Mansell
2022-10-29VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebufferRobin Kertels
BindFramebuffer depends on the pipeline which might not be set yet. That's why the framebuffer dirty flag exists in the first place. I assume BindFramebuffer was called directly here, in order to handle the texture state transitions necessary for DiscardResource. The state is tracked anyway, so we can just issue those transitions there too and defer binding the actual framebuffer. Fixes an issue in Zelda Twilight Princess with EFB depth peeks. Dolphin would bind a frame buffer which doesn't have an integer format descriptor for the color target before binding the new pipeline. So it would accidentally use the 0 descriptor. Debug layer error: D3D12 ERROR: ID3D12CommandList::OMSetRenderTargets: Specified CPU descriptor handle ptr=0x0000000000000000 does not refer to a location in a descriptor heap. pRenderTargetDescriptors[0] is the issue. [ EXECUTION ERROR #646: INVALID_DESCRIPTOR_HANDLE]
2022-10-22VideoBackends:D3D12: Add support for vertex shader point and line expansionTellowKrinkle
2022-09-19VideoBackends:D3D12: Dynamic vertex loader supportTellowKrinkle
2022-09-19VideoCommon: Add separate pipeline usage for UberShadersTellowKrinkle
2022-07-21VideoBackends: Add Metal rendererTellowKrinkle
2022-06-24D3D / VideoCommon: generate HLSL from SPIRViwubcode
2021-12-10Treewide: Adjust order of includesPokechu22
2021-10-04VideoCommon: Abstract bounding boxTechjar
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
2021-08-30VideoBackends / VideoCommon: allow the ability to set debug names for ↵iwubcode
shaders / textures. These names are visible in applications like RenderDoc
2021-08-11D3D12: Transition compute textures to UAV stateRobin Kertels
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
2021-05-31VideoCommon: Restore BBox* forwarding functionsTechjar
2021-05-29VideoCommon: Remove BBox* forwarding functionsTechjar
2021-05-22VideoCommon: Split BBox* functions into common and backend implementation ↵Techjar
variants This will allow for some aspects of bounding box to be handled in VideoCommon instead of individual backends.
2021-01-27normalize common filenames in VideoBackends/D3D12Shawn Hoffman