Unknown W. Brackets
46b9454e73
GPU: Reset hw transform once per frame.
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Might prevent potential crashes if it changes mid-frame.
2020-04-04 11:21:22 -07:00
Unknown W. Brackets
30ede8240c
GPU: Move hw transform decision to draw engine.
2020-04-04 11:14:32 -07:00
Henrik Rydgard
5aed2a2cee
Gate fewer effects behind "Disable slow framebuffer effects".
2019-02-08 15:02:31 +01:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
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handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
xebra
eca9386c05
[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
2018-10-07 23:54:31 +09:00
xebra
453e274fbe
[spline/bezier]Fix around vertex type flags.
2018-10-07 23:54:11 +09:00
xebra
a48a5b32f0
[spline/bezier]Unify hardware tessellation of bezier and spline.
2018-10-07 23:54:06 +09:00
xebra
1e84a62e96
[spline/bezier]Implement weights cache system.
2018-10-07 23:53:50 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
weihuoya
7383e90c19
handle cullface, help to #10597
2018-08-23 12:46:09 +08:00
weihuoya
d029bbacc7
triangle fan
2018-06-03 22:29:50 +08:00
zhang wei
3419197ee9
flush back cull mode
2018-04-27 21:49:43 +08:00
zhang wei
cfc353ee81
handle cull mode by indices, improve performance for GVGNP, refer to #10172
2018-04-27 16:33:35 +08:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
4cf5999bc8
Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
2018-03-05 12:28:10 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
d3665a8482
Minor cleanup
2018-03-05 00:03:47 +01:00
Henrik Rydgård
f5dd9c17cd
Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
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This reverts commit 10be0cad96
.
2018-02-27 22:04:24 +01:00
Henrik Rydgård
14c93bdc2b
Minor code/logging cleanups.
2018-02-27 19:44:11 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Unknown W. Brackets
c5897a1c5c
GPU: Cleanup some feature flags usage.
2017-12-21 18:50:41 -08:00
Henrik Rydgård
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
ca21f93d52
GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554 , finally!
2017-11-17 13:36:48 +01:00
Henrik Rydgård
9c3549f0be
... And also for the vertex decoder (DenseHashMap)
2017-08-20 19:18:50 +02:00
Henrik Rydgård
7939cb5024
Minor debugging feature: Show vertex normals in GE debugger
2017-07-02 22:51:52 +02:00
Henrik Rydgård
e55b6ac4af
Unify SetupVertexDecoder
2017-06-03 18:05:46 +02:00
Henrik Rydgård
14a80968cf
Unify transformed arrays
2017-06-03 18:05:21 +02:00
Henrik Rydgård
1abb8792ab
Unify ComputeMiniHash
2017-06-03 18:05:18 +02:00
Henrik Rydgård
3032240916
Unify DecodeVertsStep
2017-06-03 18:04:46 +02:00
Henrik Rydgård
240e058b3b
Some unification in DrawEngine
2017-06-03 18:03:56 +02:00
Unknown W. Brackets
70d17d1bc7
Track flags to reduce unnecessary VRAM zeroing.
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If we haven't downloaded to RAM since the last zero, no need to zero
again. This is the most common case.
2017-04-09 15:10:07 -07:00
Henrik Rydgård
17a250df7a
Always trigger gpu->Resized when exiting GameSettingsScreen.
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Strangely, this does NOT help #9438 .
2017-03-17 10:27:49 +01:00
Henrik Rydgård
e68ea3bc3a
Improve a comment
2017-03-10 18:08:55 +01:00
xebra
56f80ace90
[spline/bezier]Unify the word "tesselate" to "tessellate".
2017-03-09 18:04:16 +09:00
Henrik Rydgard
08d173ceee
Unify ApplyShaderBlending
2017-02-17 12:21:27 +01:00
Henrik Rydgard
4538edad14
Work towards enabling shader blending on D3D11
2017-02-17 12:21:18 +01:00
Henrik Rydgard
b19c2391ff
Fix bug in ApplyClearToMemory if format is 16-bit and color not zero
2017-01-28 10:53:29 +01:00
Henrik Rydgard
7182c34c1e
Quick soft fadeout when menu background audio stops playing
2017-01-28 10:38:50 +01:00
Henrik Rydgard
9c55e1e0de
Only enable RAM Clears for the SOCOM games that require it.
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Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgard
1dbeca0618
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
2016-12-20 13:42:54 +01:00
Unknown W. Brackets
c5711d223a
Remove an unused variable.
2016-09-24 14:38:23 -07:00
Unknown W. Brackets
ee0bc6c04d
Clear memory when clearing drawing.
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This should help synchronize block transfers better.
Should improve #8973 .
2016-09-18 20:38:19 -07:00
Unknown W. Brackets
1e0051a792
Add support for 32-bit indices.
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Not clear how often these are used by games. Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
6a373fe09a
Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
2015-10-24 10:41:31 +02:00
Henrik Rydgard
1e8a1b801f
Rename viewportX1/X2 etc to scale + center, which is what they actually are.
2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4
Use the gstate.getViewport* accessors.
2015-08-26 15:24:35 +02:00
Henrik Rydgard
38a31fbd8b
Get rid of more uses of gstate from SplineCommon
2015-07-29 12:04:52 +02:00
Henrik Rydgard
ed8a3eaf6d
Move the vertex decoder cache into DrawEngineCommon
2015-04-08 21:35:00 +02:00
Unknown W. Brackets
6294ecf64b
Prevent GE debugger crash on bad vertex addr.
2015-02-27 20:45:21 -08:00
Unknown W. Brackets
7f7bf937fc
Scale UVs in through and non-through.
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This also shows them scaled to the w/h in the vertex preview, which is
probably easier to read and matches positions.
Additionally, fixes textures drawn fully not being highlighted at all.
2015-01-03 17:16:16 -08:00