Henrik Rydgård
795ddf16e5
Mipmaps: Use a uniform to specify the texture lod in SLOPE and CONST modes. Fixes the mipmap test for D3D11, Vulkan and modern GL properly, while keeping Tony Hawk games working.
...
Also implements increasing the lod level with the render resolution
properly.
2017-12-08 15:53:49 +01:00
Henrik Rydgård
4a0c2ad683
Minor uniform cleanup
2017-12-08 11:54:49 +01:00
Henrik Rydgård
fb74c9dfeb
Clean up a small inconsistency
2017-12-07 21:09:09 +01:00
Henrik Rydgård
47c06b9633
Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
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As a side effect, this should fix #10082 since backwards depth is no
longer used.
2017-11-11 11:36:26 +01:00
Henrik Rydgård
91783a3281
SIMD-optimize some data conv routines used in uniform updates.
2017-08-20 11:43:35 +02:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
...
This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Henrik Rydgård
474db602ca
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
xebra
a0907ab7bb
[spline/bezier]Fix shared uniform a bit.
2017-03-04 22:53:39 +09:00
xebra
f9ab61a005
[spline/bezier]Implement hardware tessellation on Vulkan.
2017-02-25 19:28:15 +09:00
Henrik Rydgard
6e940dfeda
D3D11, Vulkan: Switch to 4x3 matrixes where possible.
...
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard
373c6ba12f
More D3D11 fixes, hopefully without breaking DX9
2017-02-13 02:07:27 +01:00
Henrik Rydgård
3b12ac5f05
D3D11: Stencil and scissor work
2017-02-12 17:09:53 +01:00
Henrik Rydgård
4fbb537c92
Assorted D3D11 fixes
2017-02-12 12:02:13 +01:00
Henrik Rydgard
3f4e14f504
D3D11: Lumines is now playable in non-buffered, with reverse colors.
2017-02-10 11:25:24 +01:00
Henrik Rydgard
175b97ef34
Start stubbing out a new D3D11 backend
2017-02-08 17:35:41 +01:00