Unknown W. Brackets
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8b80c5fb28
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GPU: Allow/use indices in bounding box check.
Not sure any games actually use this, but it's supported.
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2022-10-22 16:05:29 -07:00 |
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Unknown W. Brackets
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6ddf22487b
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GPU: Correct bounding box for larger counts.
Matches tests on a PSP with float/transform format.
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2022-10-22 16:05:29 -07:00 |
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Unknown W. Brackets
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fc39f042ae
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softgpu: Avoid unnecessary flushing for curves.
We don't need to flush all drawing between curves in softgpu, let them
queue up.
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2022-09-22 00:08:38 -07:00 |
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Unknown W. Brackets
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6877ff1af2
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softgpu: Fix state/continuation for imm prims.
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2022-09-18 06:16:26 -07:00 |
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Unknown W. Brackets
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35ba01e01f
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softgpu: Refactor imm draws to bypass vert read.
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2022-09-18 06:16:25 -07:00 |
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Henrik Rydgård
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ce82fce8de
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Use subpass dependencies to implement shader framebuffer read in Vulkan.
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2022-09-16 19:19:42 +02:00 |
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Henrik Rydgård
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c846c2dfa8
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Remove confusing resetFramebufferRead flag from secondary framebuffer binding
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2022-09-03 14:48:07 +02:00 |
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Henrik Rydgård
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c784c0e94b
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Some renaming. Store the BlendState/MaskState.
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2022-09-02 21:07:29 +02:00 |
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Henrik Rydgård
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c9048c3748
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Shrink the DeferredDrawcall struct, because why not. Assorted cleanup
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2022-09-01 11:59:33 +02:00 |
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Unknown W. Brackets
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18e1efece1
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GPU: Add a way to defer dirty rechecks.
These are situations where we have temporary state which will require
recalc again later.
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2022-08-28 08:34:48 -07:00 |
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Henrik Rydgård
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41e327a66b
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Cleanup and testfixes
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2022-08-03 13:34:59 +02:00 |
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Henrik Rydgård
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e6403d7157
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Split GetPointer into two versions, to help with const correctness
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2022-07-24 13:26:19 +02:00 |
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Henrik Rydgård
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66ddbe9513
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Remove the rather problematic limit on framebuffer copies
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2022-05-01 12:49:19 +02:00 |
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Unknown W. Brackets
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76f9103e97
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softgpu: Add a table and initial dirty flags.
Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
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2022-01-23 08:08:40 -08:00 |
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Unknown W. Brackets
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de46b0998a
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GPU: Correctly initialize HW tessellation support.
Oops, shouldn't call a virtual in a constructor.
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2021-05-08 09:10:23 -07:00 |
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Henrik Rydgård
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391b8155c5
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More work on detangling the concepts and making things make more sense.
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2020-11-08 13:14:23 +01:00 |
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Henrik Rydgård
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886a8b1ac6
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Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
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2020-10-05 21:05:23 +02:00 |
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Henrik Rydgård
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1b3413945b
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Some header include cleanup
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2020-09-16 09:20:41 +02:00 |
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Unknown W. Brackets
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15c25be42b
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GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
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2020-08-27 20:37:49 -07:00 |
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Unknown W. Brackets
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ac60e2ecd4
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GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
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2020-04-04 11:52:32 -07:00 |
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Unknown W. Brackets
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46b9454e73
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GPU: Reset hw transform once per frame.
Might prevent potential crashes if it changes mid-frame.
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2020-04-04 11:21:22 -07:00 |
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Unknown W. Brackets
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30ede8240c
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GPU: Move hw transform decision to draw engine.
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2020-04-04 11:14:32 -07:00 |
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xebra
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df4179fdb5
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[spline/bezier]Remove unused stuff.
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2018-12-24 04:06:12 +09:00 |
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Unknown W. Brackets
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8a7ec4fc19
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GPU: Fix curve breakage due to cull flipping.
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2018-12-16 13:00:36 -08:00 |
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Unknown W. Brackets
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b1e68c653c
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GPU: Avoid a missing virtual destructor warning.
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2018-12-01 13:59:47 -08:00 |
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xebra
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04708fe88a
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[spline/bezier]Unify SubmitSpline/Bezier.
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2018-11-13 18:22:34 +09:00 |
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xebra
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eca9386c05
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[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
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2018-10-07 23:54:31 +09:00 |
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xebra
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ef53195ae8
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[spline/bezier]Surround with namespace Spline.
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2018-10-07 23:54:28 +09:00 |
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xebra
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41823f8780
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[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
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2018-10-07 23:54:23 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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a48a5b32f0
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[spline/bezier]Unify hardware tessellation of bezier and spline.
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2018-10-07 23:54:06 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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xebra
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1e84a62e96
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[spline/bezier]Implement weights cache system.
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2018-10-07 23:53:50 +09:00 |
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xebra
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966ff32ee7
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[spline/bezier]Improve the logic of copying control-points.
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2018-10-07 23:53:36 +09:00 |
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Henrik Rydgård
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1517a93d08
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Restore the vertexCount to 32-bit, needed in some tesselation situations
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2018-06-26 19:49:49 +02:00 |
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zhang wei
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cfc353ee81
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handle cull mode by indices, improve performance for GVGNP, refer to #10172
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2018-04-27 16:33:35 +08:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2 .
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2018-04-10 12:14:23 +02:00 |
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Henrik Rydgård
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648b4eac51
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Shrink the vertexCount field in DeferredDrawCall to the 16 bits required.
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2018-03-18 09:42:05 +01:00 |
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Henrik Rydgård
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614cabb115
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Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
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2018-03-16 21:03:03 +01:00 |
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Henrik Rydgård
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4cf5999bc8
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Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
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2018-03-05 12:28:10 +01:00 |
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Henrik Rydgård
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6fa9fcefb2
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Comment fixes, reindentation.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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d3665a8482
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Minor cleanup
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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14c93bdc2b
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Minor code/logging cleanups.
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2018-02-27 19:44:11 +01:00 |
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Henrik Rydgård
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0b4b2bfe9c
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Avoid the most common virtual call when possible.
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2018-02-26 13:51:14 +01:00 |
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Henrik Rydgård
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feb4694acc
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Unify DispatchSubmitPrim as much as possible
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2018-02-26 11:33:17 +01:00 |
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Henrik Rydgård
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967018b7f8
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Unify Execute_LoadClut
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2018-02-26 11:32:02 +01:00 |
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Henrik Rydgård
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23980065ba
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Unify all the DrawEngine::SubmitPrim
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2018-02-26 11:07:30 +01:00 |
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Henrik Rydgård
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ccdb4d186d
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gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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713afdfe49
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Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
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2017-11-19 12:39:09 +01:00 |
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Henrik Rydgård
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ca21f93d52
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GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
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2017-11-17 13:36:48 +01:00 |
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