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
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
41823f8780
[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
2018-10-07 23:54:23 +09:00
xebra
a48a5b32f0
[spline/bezier]Unify hardware tessellation of bezier and spline.
2018-10-07 23:54:06 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
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2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73
Revert "Comment fixes, reindentation."
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This reverts commit 6fa9fcefb2
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2018-04-10 12:14:23 +02:00
Henrik Rydgård
69309aa400
Revert "Remove some remains of software skinning"
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This reverts commit 2d33d526b8
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2018-04-10 11:21:56 +02:00
Henrik Rydgård
2d33d526b8
Remove some remains of software skinning
2018-03-16 20:38:05 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Unknown W. Brackets
243304a5e8
Hashmaps: Fix missing maintain calls in non-GLES.
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Should only matter if vertex cache is enabled.
2017-12-02 18:27:18 -08:00
Henrik Rydgård
734d9c494c
Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
2017-12-02 11:05:10 +01:00
Henrik Rydgård
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
3e749a94ce
Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
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This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.
Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Henrik Rydgård
b886efe8f5
Another minor cleanup (DescribeCodePtr)
2017-10-20 11:06:12 +02:00
Henrik Rydgård
e0e13e191f
Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
2017-08-20 11:30:19 +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
Unknown W. Brackets
ade110bcc8
Fix crash on resize due to overridden property.
2017-03-19 16:38:42 -07:00
Henrik Rydgard
032c340f50
Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
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This reverts commit 0bbb61e5d2
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2017-03-19 12:47:12 +01:00
Henrik Rydgard
0bbb61e5d2
Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size.
2017-03-19 12:08:21 +01:00
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 Rydgard
700e533622
Minor D3D9 cleanups
2017-03-02 12:29:23 +01:00
Henrik Rydgard
4538edad14
Work towards enabling shader blending on D3D11
2017-02-17 12:21:18 +01:00
Henrik Rydgard
94860b6636
Additional D3D11 fixes
2017-02-13 01:38:52 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
41f770d815
Move dx_state into gfx/d3d9_state
2017-02-05 20:54:24 +01:00
Henrik Rydgard
f00f7d2fb8
Remove some dependencies on the pD3DDevice globals
2017-02-05 20:36:00 +01:00
Henrik Rydgard
0b3ebbddf4
Minor DX9 code cleanup
2017-02-05 19:38:52 +01:00
Henrik Rydgard
c3c6a6a2f3
Apply the Split/Second fix to DX9 as well.
2017-02-04 11:37:24 +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
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf
Split TextureChanged into two bools, so we can later convert to dirtyflags
2017-01-24 18:12:20 +01:00
xebra
deea258383
[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
2017-01-23 14:12:03 +01:00
Henrik Rydgard
47283db18f
DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224
2017-01-21 17:45:53 +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
Henrik Rydgard
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Unknown W. Brackets
f5f9b5227d
Tweak 565 buffer clearing.
2016-09-18 20:38:19 -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
Henrik Rydgard
5005e83254
Consistency improvements to the memory protect/alloc APIs
2016-08-28 12:28:17 +02:00
Unknown W. Brackets
f16f163edf
Remove duplicate override.
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This is the same function, it was meant to be refactored.
2016-05-21 15:45:03 -07:00