Commit Graph

15 Commits

Author SHA1 Message Date
a07ee729e5 VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer
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]
2022-10-29 23:41:32 +02:00
1eeba6dcca VideoBackends:D3D12: Add support for vertex shader point and line expansion 2022-10-22 20:13:24 -05:00
dae56a24b8 VideoBackends:D3D12: Dynamic vertex loader support 2022-09-19 16:28:24 -05:00
99533d2840 VideoCommon: Add separate pipeline usage for UberShaders 2022-09-19 16:28:24 -05:00
716c0980d7 VideoBackends: Add Metal renderer 2022-07-21 20:44:19 -05:00
5dd2704416 D3D / VideoCommon: generate HLSL from SPIRV 2022-06-24 18:09:53 -05:00
2025763420 Treewide: Adjust order of includes 2021-12-10 14:49:57 -08:00
1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00
1f2f505373 VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc 2021-08-30 13:47:48 -05:00
40dcf1c2e2 D3D12: Transition compute textures to UAV state 2021-08-11 00:17:04 +02:00
e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
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.
2021-07-05 04:35:56 +02:00
2f1b639f0a VideoCommon: Restore BBox* forwarding functions 2021-05-31 18:01:47 -04:00
a24e78b3cf VideoCommon: Remove BBox* forwarding functions 2021-05-29 01:45:21 -04:00
0f17990137 VideoCommon: Split BBox* functions into common and backend implementation variants
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
2021-05-22 01:11:57 -04:00
527b5a9761 normalize common filenames in VideoBackends/D3D12 2021-01-27 14:29:48 -08:00