Unknown W. Brackets
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639a3f406d
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D3D9: Implement vertex range culling.
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2018-09-17 07:27:26 -07:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680 .
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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d8651fd85b
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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.
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2018-03-12 11:17:45 +01:00 |
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Henrik Rydgård
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f086a0915f
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Further cleanup after the removal of hardware skinning.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Henrik Rydgård
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6a1fa728d8
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Remove Globals.h
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2017-08-31 17:15:22 +02:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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85229efef4
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
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Henrik Rydgard
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92389a4966
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Use a common ShaderId class. Start moving shader ID code to GPU/Common
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2015-10-24 23:24:06 +02:00 |
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Henrik Rydgard
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bf6aef44cd
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Oops, didn't finish the D3D code
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2015-08-26 17:45:21 +02:00 |
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Henrik Rydgard
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e2d2950865
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Add a sanity check for shader linking, active in debug mode
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2014-12-14 20:17:29 +01:00 |
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Henrik Rydgard
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9c625a79a1
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DX9: Use 4x3 matrices for bones too. Compact shader constants.
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2014-09-18 23:14:53 +02:00 |
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Henrik Rydgard
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6304d60b40
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Convert 4x4 to 4x3 matrices where possible (except bones)
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2014-09-18 23:08:46 +02:00 |
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Henrik Rydgard
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bf7a4f9097
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D3D: Use fixed constant registers for vertex shaders too.
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2014-09-10 13:43:35 +02:00 |
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Ced2911
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ef54989598
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[Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
Conflicts:
GPU/Directx9/PixelShaderGeneratorDX9.cpp
GPU/Directx9/ShaderManagerDX9.cpp
GPU/Directx9/VertexDecoderDX9.cpp
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2014-08-24 13:43:09 +02:00 |
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Unknown W. Brackets
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f55b6a0dbc
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Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
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2013-09-15 08:56:12 -07:00 |
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Henrik Rydgard
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cc6681cd0b
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
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2013-09-15 12:52:44 +02:00 |
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