Henrik Rydgård
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4199eb3493
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More D3D11
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2017-01-24 20:58:59 +01:00 |
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Henrik Rydgård
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1c337f72bb
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Slightly saner way to choose shaders depending on language. More work needed.
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2017-01-24 20:58:59 +01:00 |
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Henrik Rydgård
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c79712d9f9
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Thin3D backends can report which shader languages they support
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2017-01-24 20:58:59 +01:00 |
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Henrik Rydgård
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377561865a
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A little more D3D11, BlendFactor
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2017-01-24 20:58:59 +01:00 |
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Henrik Rydgård
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75cbf4065b
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Merge pull request #9231 from hrydgard/extended-dirty-flag
Set dirty-flags without callbacks
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2017-01-24 20:21:40 +01:00 |
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Henrik Rydgard
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e17d3e1e7a
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Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning.
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2017-01-24 20:19:06 +01:00 |
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Henrik Rydgard
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62a171c616
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Minor DX9 optimization
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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d85888dc2b
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Table-driven dirty-flags for Vulkan and D3D9. Minor Vulkan optimization.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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1fe32d380b
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Update lots of dirty-flag table entries
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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443d735a28
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Activate table-driven dirty-flags in DX9 and Vulkan backends
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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068f2d3c71
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Remove Execute_Generic in both D3D9 and Vulkan backends
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c70265d7f2
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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e4cb44c243
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c289a2c7bf
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Split TextureChanged into two bools, so we can later convert to dirtyflags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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7d60ec73be
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Move framebufChanged into the dirty flag field
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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b423998c36
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Move uniform dirty-flag to gstate_c, opening up for other uses.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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83b4be6848
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Update the .sln version
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2017-01-24 18:11:48 +01:00 |
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Henrik Rydgard
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ae569cd53a
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Fix some Vulkan brokenness (Vulkan2D beginframe/endframe weren't called)
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2017-01-24 18:11:48 +01:00 |
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Henrik Rydgard
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0a3bb4a720
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Vulkan: Increase size of per-frame descriptor pool, move uniform to right place
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2017-01-24 18:11:48 +01:00 |
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Henrik Rydgård
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ff6b660eda
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Merge pull request #9230 from xebra/spline_bezier
Fix texture animation with hw tess.
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2017-01-24 06:58:45 +01:00 |
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xebra
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3ecff41908
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[spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation.
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2017-01-24 14:39:19 +09:00 |
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Henrik Rydgård
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58f731d734
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Merge pull request #9228 from hrydgard/centralize-matrix-loads
Centralize matrix loads
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2017-01-23 22:47:08 +01:00 |
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Henrik Rydgard
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f111767315
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Workaround the lack of support for software skinning in Vulkan
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2017-01-23 22:06:30 +01:00 |
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Henrik Rydgard
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69267d4cd6
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Minor optimizations
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2017-01-23 21:14:27 +01:00 |
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Henrik Rydgard
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ae37df0a8c
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Further centralization of EstimatePerVertexCost, now moved to GPUCommon
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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daf02f1de6
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Centralize the matrix load functions, no need to duplicate them for each backend.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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3c221a7ebd
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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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097638f4fd
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Fix crash bug
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2017-01-23 21:09:20 +01:00 |
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Henrik Rydgard
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59d80a3785
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Share the set of dirty flags between the backend, to let use share more code.
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2017-01-23 20:39:17 +01:00 |
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Henrik Rydgård
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0cbc48c48c
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Merge pull request #9227 from hrydgard/gfx-cleanups
Centralize some more code, cleanup, hw tess uv bugfix
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2017-01-23 18:51:47 +01:00 |
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Henrik Rydgard
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63c00ec528
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Don't need to take vertex format into account when applying UV scale for spline/bezier
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2017-01-23 17:44:13 +01:00 |
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Henrik Rydgard
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f139246a78
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Switch D3D and Vulkan to 64-bit dirty flags
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2017-01-23 17:32:18 +01:00 |
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Henrik Rydgard
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bd4436c6eb
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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Henrik Rydgård
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9400238da6
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Merge pull request #9225 from hrydgard/rename-gles-files
Rename GLES files to match the convention the other backends use.
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2017-01-23 17:19:08 +01:00 |
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Henrik Rydgard
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e1cc13fd84
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Buildfix
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgård
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ce2feb2a67
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Merge pull request #9226 from hrydgard/cleaned-up-hw-tess
Cleaned up branch of Xebra's hw tess
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2017-01-23 15:26:12 +01:00 |
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Henrik Rydgård
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f111eede85
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Some GLSL syntax fixes
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2017-01-23 14:31:44 +01:00 |
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xebra
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54a2dcd442
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[spline/bezier]Add some comments and fix to avoid division, use multiply instead.
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2017-01-23 14:13:28 +01:00 |
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xebra
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7530e35ab6
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Fix 64bits shader dirty flags properly.
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2017-01-23 14:13:28 +01:00 |
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xebra
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b436aef32a
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[spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off.
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2017-01-23 14:13:28 +01:00 |
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xebra
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de253a6aef
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[spline/bezier]Revert #ab9c1d4 about spline/bezier.
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2017-01-23 14:12:46 +01:00 |
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xebra
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deea258383
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[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
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2017-01-23 14:12:03 +01:00 |
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xebra
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334afbd1ae
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[spline/bezier]Fix again about compatibility with GLES. from @LunaMoo.
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2017-01-23 14:12:03 +01:00 |
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xebra
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2e7f2998c7
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Exclusion control for options between spline/bezier quality and hardware tessellation.
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2017-01-23 14:12:03 +01:00 |
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xebra
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67503ed160
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[spline/bezier]Small fixes for compatibility with GLES 2.0.
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2017-01-23 14:12:03 +01:00 |
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xebra
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95b534ef88
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Update credit
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2017-01-23 14:12:02 +01:00 |
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xebra
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5aeaa95f2c
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[spline/bezier]Implement hardware tessellation on OpenGL.
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2017-01-23 14:12:02 +01:00 |
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xebra
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38293adc78
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[spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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52f86cf61b
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[spline/bezier]Implement common logic of hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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