Stenzek
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25d5da0ea3
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D3D12: Remove D3D11 header references
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2016-05-08 23:18:56 +10:00 |
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Stenzek
|
ac1cd8279b
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D3D12: Implement GPU-based bounding box
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2016-05-08 12:08:25 +10:00 |
|
Stenzek
|
74275bdfe3
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D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
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2016-02-28 17:24:09 +10:00 |
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Stenzek
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04257029e0
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D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
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2016-02-28 17:18:45 +10:00 |
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Stenzek
|
649b94338e
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D3D12: Cleanup/refactoring of teardown process
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2016-02-28 17:18:42 +10:00 |
|
Stenzek
|
5c1a708977
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D3D12: Clean up debug device creation path
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2016-02-28 17:18:39 +10:00 |
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Lioncash
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6b08194728
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D3D12: Get rid of safe deletion macros
Anything these macros provided can be obsoleted by using
the correct standard library types.
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2016-02-16 02:09:06 -05:00 |
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hdcmeta
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8cc686b360
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D3D12: Initial commit for D3D12 backend implementation.
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2016-02-15 09:48:25 -08:00 |
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