Commit Graph
9567 Commits
Author SHA1 Message Date
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.
# 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.
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.
# 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.
# 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
# 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.
# 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.
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.
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.
Backends didn't match.
2018-09-20 20:36:41 -07:00
Unknown W. Brackets a8588b0c5c GPU: Correct handling of large viewport scaling.
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.
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).
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)
We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00
Henrik RydgårdandGitHub acfd688647 Merge pull request #11393 from unknownbrackets/cullrange
Implement vertex range culling
2018-09-18 23:21:42 +02:00