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
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.
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# 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
xebra
1b9af84270
[spline/bezier]minor fix
2018-10-07 23:53:47 +09:00
xebra
2a3210ac05
[spline/bezier]Make a bezier weights calculation class and precalculate all bezier weights at the beginning.
2018-10-07 23:53:46 +09:00
xebra
3aeb3201b9
[spline/bezier]Improve bezier weights calculation.
2018-10-07 23:53:45 +09:00
xebra
a340390996
[spline/bezier]Move bezier patch loops into the function and pre-convert control-points.
2018-10-07 23:53:44 +09:00
xebra
d0682d7829
[spline/bezier]Move SIMD optimization of vector operations to Math3D.h.
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Needs rebuild to avoid a dialog confirmation on Visual Studio.
2018-10-07 23:53:43 +09:00
xebra
c8e45ae4bf
[spline/bezier]Use real tessellation in low-quality with "fixed to 2" tessellation factor.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
2018-10-07 23:53:42 +09:00
xebra
36ed61d08d
[spline/bezier]Pre-convert control-points for the accumulation of SIMD optimization, and avoid conversion in hot loops.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
# GPU/Common/SplineCommon.h
2018-10-07 23:53:42 +09:00
xebra
62ad5fe546
Fix namespace Vec2f.
2018-10-07 23:53:41 +09:00
xebra
15a11d58c9
Modify IndexConverter class to functor.
2018-10-07 23:53:40 +09:00
xebra
d8ccc1c2b5
[spline/bezier]minor fix
2018-10-07 23:53:39 +09:00
xebra
30c3c87da8
[spline/bezier]Make a function to build indices.
2018-10-07 23:53:38 +09:00
xebra
7cbc97f19e
[spline/bezier]minor cleanup
2018-10-07 23:53:37 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
xebra
485260c937
[spline/bezier]Make a function to copy control points.
2018-10-07 23:53:35 +09:00
xebra
b1289cddce
[spline/bezier]minor fix
2018-10-07 23:53:34 +09:00
xebra
3c2837bee7
[spline/bezier]minor fix
2018-10-07 23:53:33 +09:00
xebra
a7754c4b9c
[spline/bezier]minor fix
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# Conflicts:
# GPU/Common/SplineCommon.cpp
2018-10-07 23:53:32 +09:00
xebra
1d4e8ccd25
[spline/bezier]minor fix
2018-10-07 23:53:32 +09:00
xebra
28a50053bd
[spline/bezier]minor fix
2018-10-07 23:53:31 +09:00
xebra
a4860b6c80
[spline/bezier]Managing buffer allocation.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
2018-10-07 23:53:30 +09:00
xebra
a9ac860da2
[spline/bezier]Add spline derivative calculation for normal generation.
2018-10-07 23:53:29 +09:00
xebra
5c7284f8f2
[spline/bezier]Get rid of divisions in spline weights calculation.
2018-10-07 23:53:28 +09:00
Henrik Rydgård
6fd1c0e3d9
Instead of the last commit, don't enable the dual src extension at all on Adreno.
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This reverts commit eba6c00a8a .
2018-10-07 12:19:11 +02:00
Henrik Rydgård
eba6c00a8a
Experimental commit trying to solve #10421 : Blacklist dual src blending on Adreno/Vulkan
2018-10-06 22:57:23 +02:00
xebra
64cf6f2755
GE Debugger:Step to curved surface.
2018-10-01 11:41:19 +09:00
Unknown W. Brackets
26cd98cd7e
GPU: Fix a shader unit typo.
2018-09-24 23:05:32 -07:00
Unknown W. Brackets
67058495f5
GPU: Dirty more correctly for cullrange params.
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Was previously missing some settings which might convince us to use large
viewports, and more importantly some that would impact the depth settings
under certain settings.
2018-09-21 21:55:11 -07:00
Unknown W. Brackets
4a5320ed7d
GLES: Refactor out duplicate code.
2018-09-20 20:40:32 -07:00
Unknown W. Brackets
cd0662c065
GPU: Cleanup outdated flushbefore code.
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Backends didn't match.
2018-09-20 20:36:41 -07:00
Unknown W. Brackets
a8588b0c5c
GPU: Correct handling of large viewport scaling.
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Need to multiply not divide, duh. Also lost the offset during refactor,
and didn't test it well.
2018-09-20 20:29:46 -07:00
Unknown W. Brackets
b7d84926fa
D3D11: Enable depth clamping.
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Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
2018-09-18 21:49:17 -07:00
Henrik Rydgård
c1f0e981a3
Throw in very minor fix (apply readonly to buffer used in tesselation).
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Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Henrik Rydgård
5975f471e2
Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
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We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Henrik Rydgård and GitHub
acfd688647
Merge pull request #11393 from unknownbrackets/cullrange
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Implement vertex range culling
2018-09-18 23:21:42 +02:00