Henrik Rydgård
29c41c6a35
Implement shader depal for Vulkan. See #10908 . Bilinear filter not yet implemented.
2018-04-13 14:19:01 +02:00
Henrik Rydgård
163350bbcd
Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
2018-04-13 08:58:05 +02:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
...
This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
...
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
4a0c2ad683
Minor uniform cleanup
2017-12-08 11:54:49 +01:00
Henrik Rydgård
fb74c9dfeb
Clean up a small inconsistency
2017-12-07 21:09:09 +01:00
Henrik Rydgård
47c06b9633
Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
...
As a side effect, this should fix #10082 since backwards depth is no
longer used.
2017-11-11 11:36:26 +01:00
Henrik Rydgård
91783a3281
SIMD-optimize some data conv routines used in uniform updates.
2017-08-20 11:43:35 +02:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
...
This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Henrik Rydgård
474db602ca
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
xebra
a0907ab7bb
[spline/bezier]Fix shared uniform a bit.
2017-03-04 22:53:39 +09:00
xebra
f9ab61a005
[spline/bezier]Implement hardware tessellation on Vulkan.
2017-02-25 19:28:15 +09:00
Henrik Rydgard
6e940dfeda
D3D11, Vulkan: Switch to 4x3 matrixes where possible.
...
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard
373c6ba12f
More D3D11 fixes, hopefully without breaking DX9
2017-02-13 02:07:27 +01:00
Henrik Rydgård
3b12ac5f05
D3D11: Stencil and scissor work
2017-02-12 17:09:53 +01:00
Henrik Rydgård
4fbb537c92
Assorted D3D11 fixes
2017-02-12 12:02:13 +01:00
Henrik Rydgard
3f4e14f504
D3D11: Lumines is now playable in non-buffered, with reverse colors.
2017-02-10 11:25:24 +01:00
Henrik Rydgard
175b97ef34
Start stubbing out a new D3D11 backend
2017-02-08 17:35:41 +01:00