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Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution. -Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms. -Corrects alignment of texture type details array.
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37 changed files with 91 additions and 57 deletions
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@ -173,7 +173,12 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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desc.CPUAccessFlags = cpuFlags;
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//depth stencil must be a typeless format if it is bound on render target and shader resource simultaneously
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// we'll send the real format for the creation of the views
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if (format == GFXFormatD24S8)
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{
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desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
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}
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else // Note: right now only GFXFormatD24S8 and GFXFormatD32FS8U24 are supported. Additional cases required to support 16-bit depth for mobile.
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desc.Format = DXGI_FORMAT_R32G8X24_TYPELESS;
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desc.MipLevels = numMipLevels;
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desc.SampleDesc.Count = antialiasLevel;
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desc.SampleDesc.Quality = numQualityLevels;
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