99 Commits

Author SHA1 Message Date
Henrik Rydgård
d3665a8482 Minor cleanup 2018-03-05 00:03:47 +01:00
Henrik Rydgård
14c93bdc2b Minor code/logging cleanups. 2018-02-27 19:44:11 +01:00
Henrik Rydgård
0b4b2bfe9c Avoid the most common virtual call when possible. 2018-02-26 13:51:14 +01:00
Henrik Rydgård
feb4694acc Unify DispatchSubmitPrim as much as possible 2018-02-26 11:33:17 +01:00
Henrik Rydgård
967018b7f8 Unify Execute_LoadClut 2018-02-26 11:32:02 +01:00
Henrik Rydgård
23980065ba Unify all the DrawEngine::SubmitPrim 2018-02-26 11:07:30 +01:00
Henrik Rydgård
ccdb4d186d gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit. 2018-01-27 15:10:17 +01:00
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
da09e10aa3 Make the interface to hw tess slightly more flexible. 2017-11-12 11:04:13 +01:00
Henrik Rydgård
9cd4db5f18 Vulkan hw tess: Use pushbuffers instead of temp images to upload data. 2017-11-11 20:39:19 +01:00
Henrik Rydgård
b886efe8f5 Another minor cleanup (DescribeCodePtr) 2017-10-20 11:06:12 +02:00
Henrik Rydgård
9c3549f0be ... And also for the vertex decoder (DenseHashMap) 2017-08-20 19:18:50 +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
Henrik Rydgård
665a2c04cb Implement software skinning for the Vulkan backend. Fixes #9753 2017-06-02 11:47:14 +02:00
Unknown W. Brackets
70d17d1bc7 Track flags to reduce unnecessary VRAM zeroing.
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
xebra
f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
Henrik Rydgård
94f16e3b7c GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.

Fixes #9438.
2017-03-17 11:26:11 +01:00
Henrik Rydgård
17a250df7a Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
2017-03-17 10:27:49 +01:00
xebra
8d7f3f1e0c [spline/bezier]Fix not enough spline buffer causes crash. 2017-03-09 16:12:24 +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
e17d3e1e7a Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning. 2017-01-24 20:19:06 +01:00
Henrik Rydgard
ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
xebra
5aeaa95f2c [spline/bezier]Implement hardware tessellation on OpenGL. 2017-01-23 14:12:02 +01:00
xebra
52f86cf61b [spline/bezier]Implement common logic of hardware tessellation. 2017-01-23 14:12:02 +01:00
Unknown W. Brackets
ee0bc6c04d Clear memory when clearing drawing.
This should help synchronize block transfers better.

Should improve #8973.
2016-09-18 20:38:19 -07:00
Unknown W. Brackets
b1f0d4869c Advance pointers after drawing splines.
Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets
868bbb8ebe Advance vertex/index pointers on bezier submit.
Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets
1e0051a792 Add support for 32-bit indices.
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
38a31fbd8b Get rid of more uses of gstate from SplineCommon 2015-07-29 12:04:52 +02:00
Henrik Rydgard
53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard
058499e5bf De-dupe the spline code 2015-04-08 21:44:54 +02:00
Henrik Rydgard
2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard
ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Henrik Rydgard
aeb03d1bc9 Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Henrik Rydgard
033798c796 Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
2015-01-29 16:04:00 +01:00
Unknown W. Brackets
358462a7f4 Add a .gitattributes to normalize newlines.
No code changes.
2014-09-26 21:20:50 -07:00
Unknown W. Brackets
cee2827172 Normalize newlines, no code changes.
We really shouldn't let mixed newlines creep into the codebase.
They're annoying.
2014-09-24 23:10:13 -07:00
Henrik Rydgard
07c7687052 More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
Henrik Rydgard
5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Unknown W. Brackets
64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Henrik Rydgard
a4ae0f951a Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00