Commit Graph
43 Commits
Author SHA1 Message Date
Henrik Rydgård ccdb4d186d gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit. 2018-01-27 15:10:17 +01:00
Henrik Rydgård 713afdfe49 Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common 2017-11-19 12:39:09 +01:00
Henrik Rydgård ca21f93d52 GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally! 2017-11-17 13:36:48 +01:00
Henrik Rydgård da09e10aa3 Make the interface to hw tess slightly more flexible. 2017-11-12 11:04:13 +01:00
Henrik Rydgård 9cd4db5f18 Vulkan hw tess: Use pushbuffers instead of temp images to upload data. 2017-11-11 20:39:19 +01:00
Henrik Rydgård b886efe8f5 Another minor cleanup (DescribeCodePtr) 2017-10-20 11:06:12 +02:00
Henrik Rydgård 9c3549f0be ... And also for the vertex decoder (DenseHashMap) 2017-08-20 19:18:50 +02:00
Henrik Rydgård e55b6ac4af Unify SetupVertexDecoder 2017-06-03 18:05:46 +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
Unknown W. Brackets 70d17d1bc7 Track flags to reduce unnecessary VRAM zeroing.
If we haven't downloaded to RAM since the last zero, no need to zero
again.  This is the most common case.
2017-04-09 15:10:07 -07:00
xebra f14b75492d [spline/bezier]Split SendDataToShader() into two functions. 2017-03-23 23:28:38 +09:00
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 8d7f3f1e0c [spline/bezier]Fix not enough spline buffer causes crash. 2017-03-09 16:12:24 +09:00
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 e17d3e1e7a Vulkan: Forgot to extend a few more dirtyflag variables to 64-bit. Avoid a warning. 2017-01-24 20:19:06 +01:00
Henrik Rydgard ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
xebraandHenrik Rydgård 5aeaa95f2c [spline/bezier]Implement hardware tessellation on OpenGL. 2017-01-23 14:12:02 +01:00
xebraandHenrik Rydgård 52f86cf61b [spline/bezier]Implement common logic of hardware tessellation. 2017-01-23 14:12:02 +01:00
Unknown W. Brackets ee0bc6c04d Clear memory when clearing drawing.
This should help synchronize block transfers better.

Should improve #8973.
2016-09-18 20:38:19 -07:00
Unknown W. Brackets b1f0d4869c Advance pointers after drawing splines.
Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets 868bbb8ebe Advance vertex/index pointers on bezier submit.
Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets 1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard 6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Henrik Rydgard 38a31fbd8b Get rid of more uses of gstate from SplineCommon 2015-07-29 12:04:52 +02:00
Henrik Rydgard 53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard 058499e5bf De-dupe the spline code 2015-04-08 21:44:54 +02:00
Henrik Rydgard 2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Henrik Rydgard aeb03d1bc9 Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Henrik Rydgard 033798c796 Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
2015-01-29 16:04:00 +01:00
Unknown W. Brackets 358462a7f4 Add a .gitattributes to normalize newlines.
No code changes.
2014-09-26 21:20:50 -07:00
Unknown W. Brackets cee2827172 Normalize newlines, no code changes.
We really shouldn't let mixed newlines creep into the codebase.
They're annoying.
2014-09-24 23:10:13 -07:00
Henrik Rydgard 07c7687052 More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
Henrik Rydgard 5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Unknown W. Brackets 64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Henrik Rydgard a4ae0f951a Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00