xebra
|
0d7a5cd093
|
GLES: Fix to delete subimage data since #11447.
|
2018-10-08 00:29:41 +09:00 |
|
xebra
|
46d30d02cf
|
[spline/bezier]minor fix
|
2018-10-07 23:54:32 +09:00 |
|
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
|
5f07213c25
|
[spline/bezier]minor fix
|
2018-10-07 23:54:30 +09:00 |
|
xebra
|
5f9022ae14
|
[spline/bezier]minor fix
|
2018-10-07 23:54:29 +09:00 |
|
xebra
|
405ead8d41
|
[spline/bezier]Get rid of duplication call of Flush().
|
2018-10-07 23:54:28 +09:00 |
|
xebra
|
ef53195ae8
|
[spline/bezier]Surround with namespace Spline.
|
2018-10-07 23:54:28 +09:00 |
|
xebra
|
1dfb402871
|
[spline/bezier]Remove comment.
|
2018-10-07 23:54:27 +09:00 |
|
xebra
|
10afcf2dbb
|
[spline/bezier]Improve basic spline/bezier structures.
|
2018-10-07 23:54:26 +09:00 |
|
xebra
|
8ad38dfaae
|
[spline/bezier]oops
|
2018-10-07 23:54:25 +09:00 |
|
xebra
|
c49d9e2f72
|
[spline/bezier]minor fix(referenced to c1f0e981).
|
2018-10-07 23:54:24 +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
|
89786b943d
|
[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.
|
2018-10-07 23:54:22 +09:00 |
|
xebra
|
d98fa06b5f
|
[spline/bezier]Fix to build for Android(clang).
|
2018-10-07 23:54:21 +09:00 |
|
xebra
|
019e276798
|
[spline/bezier]Modify ControlPoints and fix VertexPreview.
|
2018-10-07 23:54:20 +09:00 |
|
xebra
|
1c604d5b60
|
[spline/bezier]Put the control points stuffs all in one structure.
|
2018-10-07 23:54:19 +09:00 |
|
xebra
|
66833513c0
|
[spline/bezier]Modify the weights cache variables to a template variable.
|
2018-10-07 23:54:18 +09:00 |
|
xebra
|
62aaf6336a
|
Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down.
However, compiler optimization is faster enough, so removed it.
|
2018-10-07 23:54:17 +09:00 |
|
xebra
|
c4a8d80b61
|
[spline/bezier]Put the output buffers all in one structure.
|
2018-10-07 23:54:17 +09:00 |
|
xebra
|
a241058d7b
|
[spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
|
2018-10-07 23:54:16 +09:00 |
|
xebra
|
98ddefbd5a
|
[spline/bezier]Extract an if-check in the hot loops to the template parameter.
|
2018-10-07 23:54:15 +09:00 |
|
xebra
|
3216a83a92
|
[spline/bezier]Expand loops in the shaders.
|
2018-10-07 23:54:14 +09:00 |
|
xebra
|
8c279c0e25
|
[spline/bezier]Precalculate weights in the shaders using the outer product.
|
2018-10-07 23:54:13 +09:00 |
|
xebra
|
03b9492f08
|
[spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
|
2018-10-07 23:54:12 +09:00 |
|
xebra
|
453e274fbe
|
[spline/bezier]Fix around vertex type flags.
|
2018-10-07 23:54:11 +09:00 |
|
xebra
|
d4a667397c
|
[spline/bezier]Improve shader uniforms a bit.
|
2018-10-07 23:54:10 +09:00 |
|
xebra
|
de5975f13e
|
[spline/bezier]Reduce multiplications in the shaders from 16 to 4.
|
2018-10-07 23:54:09 +09:00 |
|
xebra
|
103d180ae7
|
[spline/bezier]Get rid of wasted if-checks at Graphics Processors.
|
2018-10-07 23:54:08 +09:00 |
|
xebra
|
41d6c3cf3a
|
[spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
|
2018-10-07 23:54:08 +09:00 |
|
xebra
|
3d07bca010
|
[spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
# Conflicts:
# GPU/Directx9/VertexShaderGeneratorDX9.cpp
# GPU/GLES/VertexShaderGeneratorGLES.cpp
# GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
|
2018-10-07 23:54:07 +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
|
e5976f588b
|
[spline/bezier]Unify software tessellation of bezier and spline.
# Conflicts:
# GPU/Common/SplineCommon.cpp
|
2018-10-07 23:54:03 +09:00 |
|
xebra
|
1b076f8324
|
[spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
|
2018-10-07 23:54:03 +09:00 |
|
xebra
|
3add123587
|
thin3d: Add support for texture subimage to GLRender.
|
2018-10-07 23:54:02 +09:00 |
|
xebra
|
0cb63318bc
|
[spline/bezier]Fix to build for GE debugger.
|
2018-10-07 23:54:00 +09:00 |
|
xebra
|
7d45078202
|
[spline/bezier]minor cleanup
|
2018-10-07 23:54:00 +09:00 |
|
xebra
|
24123e6268
|
[spline/bezier]Fix about quality.
|
2018-10-07 23:53:59 +09:00 |
|
xebra
|
da1176f2b3
|
[spline/bezier]Improve template parameter dispatch method.
# Conflicts:
# GPU/Common/SplineCommon.h
|
2018-10-07 23:53:58 +09:00 |
|
xebra
|
f7ac70858d
|
[spline/bezier]Improve spline tessellation using same as bezier tessellation method.(performance improvements, at least 10 FPS or more)
|
2018-10-07 23:53:57 +09:00 |
|
xebra
|
b11f9e6acf
|
[spline/bezier]Fix normal generation flag and some minor stuffs.
|
2018-10-07 23:53:56 +09:00 |
|
xebra
|
ca4e246680
|
[spline/bezier]Improve tessellator more generic.
|
2018-10-07 23:53:55 +09:00 |
|
xebra
|
07888d7027
|
[spline/bezier]Improve bezier tesselator more.
|
2018-10-07 23:53:54 +09:00 |
|
xebra
|
f12d796665
|
[spline/bezier]minor cleanup
|
2018-10-07 23:53:53 +09:00 |
|
xebra
|
30691535dc
|
[spline/bezier]Fix bezier texcoord generation.
|
2018-10-07 23:53:52 +09:00 |
|
xebra
|
4c6098d801
|
[spline/bezier]Improve bezier tessellator more.
|
2018-10-07 23:53:51 +09:00 |
|
xebra
|
068cc37b2f
|
[spline/bezier]Improve bezier tessellator.
|
2018-10-07 23:53:51 +09:00 |
|
xebra
|
1e84a62e96
|
[spline/bezier]Implement weights cache system.
|
2018-10-07 23:53:50 +09:00 |
|
xebra
|
15b409a698
|
[spline/bezier]Make a spline weights calculation class and precalculate all spline weights at the beginning.
|
2018-10-07 23:53:49 +09:00 |
|
xebra
|
0c9680446e
|
[spline/bezier]minor fix
|
2018-10-07 23:53:48 +09:00 |
|