Commit Graph
54 Commits
Author SHA1 Message Date
Henrik Rydgård f16f879b41 Some renaming to follow the standard of appending _ to member vars 2023-05-23 18:00:50 +02:00
Henrik Rydgård d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård d56e27aa2c Let's have DispatchFlush check for drawcalls before calling DoFlush, too. 2023-05-03 23:49:41 +02:00
Henrik Rydgård 72bed6f2b5 Some DeviceLost/DeviceRestore cleanup 2023-02-26 11:05:52 +01:00
Unknown W. Brackets f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård 331d024a8c Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård 70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård c846c2dfa8 Remove confusing resetFramebufferRead flag from secondary framebuffer binding 2022-09-03 14:48:07 +02:00
Unknown W. Brackets 2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård 3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård 3d0630c04a Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
Henrik Rydgård 3d36049b65 Rename shader generator functions, a bit of moving around and adding an errorString param. 2020-10-21 23:20:25 +02:00
Henrik Rydgård 886a8b1ac6 Remove Timer.cpp/h. Move various collections into Common/Data/Collections. 2020-10-05 21:05:23 +02:00
Unknown W. Brackets 15c25be42b GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Henrik Rydgård 370678c498 Do a similar thing for D3D (let the backend handle the dirtying). 2020-05-24 20:57:59 +02:00
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
xebra 4fab160e19 [spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer. 2018-06-27 01:10:36 +09:00
Henrik Rydgård feb4694acc Unify DispatchSubmitPrim as much as possible 2018-02-26 11:33:17 +01:00
Henrik Rydgård 23980065ba Unify all the DrawEngine::SubmitPrim 2018-02-26 11:07:30 +01:00
Unknown W. Brackets 0dee041002 D3D11: Change state caches to DenseHashMaps. 2017-12-02 18:55:02 -08:00
Henrik Rydgård 713afdfe49 Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common 2017-11-19 12:39:09 +01:00
Henrik Rydgård 35437e6b62 Kill off more unused duplicate code 2017-11-13 16:50:45 +01:00
Henrik Rydgård 4a09289056 D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts 2017-11-13 12:26:52 +01:00
Unknown W. Brackets 9cf17d9288 D3D11: Clear input layouts on shader clear.
When we do clear shaders, make sure to also clear input layouts so we
don't have corrupt keys.
2017-11-11 08:11:10 -08:00
Henrik Rydgård 26e52ca5e8 Get rid of a bunch of sync stuff that's no longer needed. 2017-11-05 23:21:49 +01:00
Henrik Rydgård b886efe8f5 Another minor cleanup (DescribeCodePtr) 2017-10-20 11:06:12 +02:00
Henrik Rydgård 10cebb4195 32-bit buildfix 2017-08-20 15:33:53 +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 5e788ffadf Implement vertex caching for Vulkan. 2017-08-17 11:22:45 +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
Henrik Rydgård 0f4e064053 Remove unused methods 2017-05-18 12:41:18 +02:00
Henrik Rydgard 22d5acb40e Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9. 2017-04-04 11:09:29 +02:00
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 7364dbea3b [spline/bezier]Implement hardware tessellation on D3D11. 2017-03-04 22:53:40 +09:00
Henrik Rydgard 3713f4e6e6 D3D11: implement support for logic op blending when available 2017-02-18 02:14:26 +01:00
Henrik Rydgard 061685678d State management fixes. DBZ toon shader effect now works. 2017-02-17 17:34:21 +01:00
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 94860b6636 Additional D3D11 fixes 2017-02-13 01:38:52 +01:00
Henrik Rydgård 6033b1ee05 D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird... 2017-02-12 18:29:58 +01:00