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path: root/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
AgeCommit message (Collapse)Author
2017-05-18Remove D3D12Helios747
2017-03-04VideoCommon: Move some common initialization logic to RenderBaseStenzek
2017-03-04VideoCommon: Eliminate static state in RendererStenzek
2017-02-03FramebufferManagerBase: Return a std::pair from GetTargetSizeLioncash
Keeps associated data together. It also eliminates the possibility of out parameters not being initialized properly. For example, consider the following example: -- some FramebufferManager implementation -- void FBMgrImpl::GetTargetSize(u32* width, u32* height) override { // Do nothing } -- somewhere else where the function is used -- u32 width, height; framebuffer_manager_instance->GetTargetSize(&width, &height); if (texture_width != width) <-- Uninitialized variable usage { ... } It makes it much more obvious to spot any initialization issues, because it requires something to be returned, as opposed to allowing an implementation to just not do anything.
2016-12-06Common: Add alignment headerLéo Lam
Gets rid of duplicated alignment code.
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-05-08D3D12: Specify read/write ranges when calling Map/UnmapStenzek
2016-05-08D3D12: Remove D3D11 header referencesStenzek
2016-05-08D3D12: Implement XFB encoding/decoding (support Real XFB)Stenzek
2016-05-08D3D12: Refactoring and cleanupsStenzek
Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing.
2016-05-08D3D12: Fix error with >1xIR/MSAA EFB depth accessStenzek
2016-05-08D3D12: Implement GPU-based bounding boxStenzek
2016-05-08D3D12: Use helper method for binding EFB render targetsStenzek
2016-02-28D3D12: Add helper method for setting both viewport and scissor rectStenzek
Simplfies making changes, as well as keeping the two in sync.
2016-02-28D3D12: Implement non-blocking EFB access when EFB has not been modifiedStenzek
2016-02-28D3D12: Simplify and fix MSAA EFB depth copy pathStenzek
2016-02-15D3D12: Initial commit for D3D12 backend implementation.hdcmeta