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AgeCommit message (Expand)Author
2023-07-21[dxbc] Set output topology for GS and TES correctlyPhilip Rebohle
2023-07-21[dxvk] Add line rasterization mode to rasterization statePhilip Rebohle
2023-07-21[dxvk] Enable VK_EXT_line_rasterization if supported.Philip Rebohle
2023-07-17[util] Cleanup a couple of example config optionsBlisto91
2023-07-17[meta] Add Graphics Pipeline Library section to readmeBlisto91
2023-07-17[util] Disable single-use command lists for Ghost Recon WildlandsPhilip Rebohle
2023-07-16[d3d11] Do not cache GetCurrentProcess resultPhilip Rebohle
2023-07-16[d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()Paul Gofman
2023-07-16[d3d11] Validate texture sharing parameters at texture creationPaul Gofman
2023-07-16[d3d11] Support just one handle type in D3D11DXGIResource::{Get|Create}Shared...Paul Gofman
2023-07-16[d3d11] Determine shared texture handle type through D3D11_RESOURCE_MISC_SHAR...Paul Gofman
2023-07-16[d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()Paul Gofman
2023-07-16[util] Remove Secret World Legends configBlisto91
2023-07-16[ci] Download glslangValidator.exe directly rather than using choco.Hans-Kristian Arntzen
2023-07-05[util] Limit fps in The IncrediblesBlisto91
2023-07-04[d3d9] Keep 1 presenter per swapchain windowJoshua Ashton
2023-07-03[util] replaceNaN: Align resultAlpyne
2023-07-01Bladestorm Nightmare - Game speed increases when above 60 FPS outside of miss...Trevonn
2023-07-01build: Switch symbols to DWARF 4Tatsuyuki Ishi
2023-06-26[dxvk] Remove pending submission counterPhilip Rebohle
2023-06-26[d3d9] Port flush heuristic from D3D11Philip Rebohle
2023-06-24[d3d9] Allow changing API name for d3d8Alpyne
2023-06-24[d3d9] Add DxvkD3D8Bridge for d3d8 interopAlpyne
2023-06-24[util] Fix Modern Warfare 2 Campaign Remastered configBlisto91
2023-06-24[util] Filter out internal private ref on object destructionPhilip Rebohle
2023-06-24[dxgi] Do not interact with other DXGI objects during swapchain destructionPhilip Rebohle
2023-06-24[d3d9] Rename some members to be clearerJoshua Ashton
2023-06-24[d3d9] Don't use m_activeRTs in SetPixelShaderJoshua Ashton
2023-06-24Revert "[d3d9] Use m_activeRTs in BindFramebuffer"Joshua Ashton
2023-06-24[d3d9] Don't mark DS as hazardous if depth write is disabledJoshua Ashton
2023-06-24[d3d9] Use m_activeRTs in BindFramebufferJoshua Ashton
2023-06-24[d3d9] Fix unbinding RTsJoshua Ashton
2023-06-24[d3d9] Update DS hazards when PS shader masks changeJoshua Ashton
2023-06-24[d3d9] Don't mark DS hazards if not used by shaderJoshua Ashton
2023-06-23[dxvk] Ignore some pipeline flags when ending render passPhilip Rebohle
2023-06-22[dxvk] Only decrement pending submission count for command submissionsPhilip Rebohle
2023-06-22[d3d9] Fix active hazards RT only being 4 bitsJoshua Ashton
2023-06-22[d3d9] Don't rebind AlphaTest when changing RT if not necessaryJoshua Ashton
2023-06-22[d3d9] Compress hazard state going into CSJoshua Ashton
2023-06-22[d3d9] Optimize DS active hazard checkJoshua Ashton
2023-06-22[dxvk] Apply frame rate limit on presentation timelinePhilip Rebohle
2023-06-22[d3d11] Fix frame latency based on buffer countPhilip Rebohle
2023-06-21[d3d9] Transition DS too if there's a feedback loopRobin Kertels
2023-06-21[d3d9] Track textures in m_activeHazardsRT instead of RTRobin Kertels
2023-06-21[dxgi] Implement frame statistics based on IDXGIVkSwapChain1Philip Rebohle
2023-06-21[dxgi] Initialize output refresh counts with non-zero valuesPhilip Rebohle
2023-06-21[d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chainPhilip Rebohle
2023-06-21[util] Be more robust against timing weirdness when computing vblank countPhilip Rebohle
2023-06-21[dxgi] Add IDXGIVkSwapChain1 interface definitionPhilip Rebohle
2023-06-21[d3d11] Always release frame latency semaphore in PresentPhilip Rebohle