marauder2k7
3f3ef12c3b
handle the global buffer
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global buffer needs a special case
2024-02-24 17:33:28 +00:00
marauder2k7
e8d8138c74
working
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last commit before global conform
2024-02-24 16:26:09 +00:00
marauder2k7
8887e21f4b
working
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working example, renders all gui controls.
We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
2024-02-24 14:42:30 +00:00
marauder2k7
dd4d48d654
working example
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now its working.. still not perfect but its getting there
2024-02-24 12:40:12 +00:00
marauder2k7
42b8748f5b
bkup
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still memory heap issue
2024-02-24 12:04:53 +00:00
marauder2k7
4caa54ad7e
working example
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everything is working apart from samplers......
2024-02-23 21:27:44 +00:00
marauder2k7
a1e2f781a8
Set constant buffers
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added logic to set constant buffers dx side
2024-02-23 20:06:46 +00:00
marauder2k7
97ed522667
gfxD3D handles and buffermap
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init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
marauder2k7
630bee97c7
backup
2024-02-22 21:37:44 +00:00
marauder2k7
55519aac57
Shader refactor
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Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.
This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
2024-02-22 09:58:45 +00:00
Lukas Aldershaab
87dd7ffc4a
Implement Singlepass Terrain Render
2021-01-01 21:06:01 +01:00
Lukas Aldershaab
197a62f6ea
Convert dStrcmp to String::compare for more cases
2020-10-04 00:00:01 +02:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
Areloch
e2f98f2641
Includes the D3D feature level detection.
2017-07-05 22:27:37 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
rextimmy
86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
2016-12-30 11:40:00 +10:00
rextimmy
983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
2016-12-23 15:00:07 +10:00
James Urquhart
3496c549b5
Hardware Skinning Support
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- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
Azaezel
db50887c05
addresses C4101 warnings ('identifier' : unreferenced local variable)
2016-07-31 11:00:37 -05:00
rextimmy
1ff6f221fb
Direct3D11 GFX device.
2016-03-20 21:48:52 +10:00