Commit Graph
21086 Commits
Author SHA1 Message Date
xebra 3ecff41908 [spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation. 2017-01-24 14:39:19 +09:00
Henrik Rydgård 58f731d734 Merge pull request #9228 from hrydgard/centralize-matrix-loads
Centralize matrix loads
2017-01-23 22:47:08 +01:00
Henrik Rydgard f111767315 Workaround the lack of support for software skinning in Vulkan 2017-01-23 22:06:30 +01:00
Henrik Rydgard 69267d4cd6 Minor optimizations 2017-01-23 21:14:27 +01:00
Henrik Rydgard ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard daf02f1de6 Centralize the matrix load functions, no need to duplicate them for each backend. 2017-01-23 21:11:39 +01:00
Henrik Rydgard 3c221a7ebd Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
Henrik Rydgard 097638f4fd Fix crash bug 2017-01-23 21:09:20 +01:00
Henrik Rydgard 59d80a3785 Share the set of dirty flags between the backend, to let use share more code. 2017-01-23 20:39:17 +01:00
Henrik Rydgård 0cbc48c48c Merge pull request #9227 from hrydgard/gfx-cleanups
Centralize some more code, cleanup, hw tess uv bugfix
2017-01-23 18:51:47 +01:00
Henrik Rydgard 63c00ec528 Don't need to take vertex format into account when applying UV scale for spline/bezier 2017-01-23 17:44:13 +01:00
Henrik Rydgard f139246a78 Switch D3D and Vulkan to 64-bit dirty flags 2017-01-23 17:32:18 +01:00
Henrik Rydgard bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgård 9400238da6 Merge pull request #9225 from hrydgard/rename-gles-files
Rename GLES files to match the convention the other backends use.
2017-01-23 17:19:08 +01:00
Henrik Rydgard e1cc13fd84 Buildfix 2017-01-23 17:08:58 +01:00
Henrik Rydgard d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård ce2feb2a67 Merge pull request #9226 from hrydgard/cleaned-up-hw-tess
Cleaned up branch of Xebra's hw tess
2017-01-23 15:26:12 +01:00
Henrik Rydgård f111eede85 Some GLSL syntax fixes 2017-01-23 14:31:44 +01:00
xebra 54a2dcd442 [spline/bezier]Add some comments and fix to avoid division, use multiply instead. 2017-01-23 14:13:28 +01:00
xebra 7530e35ab6 Fix 64bits shader dirty flags properly. 2017-01-23 14:13:28 +01:00
xebra b436aef32a [spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off. 2017-01-23 14:13:28 +01:00
xebra de253a6aef [spline/bezier]Revert #ab9c1d4 about spline/bezier. 2017-01-23 14:12:46 +01:00
xebra deea258383 [spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan. 2017-01-23 14:12:03 +01:00
xebra 334afbd1ae [spline/bezier]Fix again about compatibility with GLES. from @LunaMoo. 2017-01-23 14:12:03 +01:00
xebra 2e7f2998c7 Exclusion control for options between spline/bezier quality and hardware tessellation. 2017-01-23 14:12:03 +01:00
xebra 67503ed160 [spline/bezier]Small fixes for compatibility with GLES 2.0. 2017-01-23 14:12:03 +01:00
xebra 95b534ef88 Update credit 2017-01-23 14:12:02 +01:00
xebra 5aeaa95f2c [spline/bezier]Implement hardware tessellation on OpenGL. 2017-01-23 14:12:02 +01:00
xebra 38293adc78 [spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 52f86cf61b [spline/bezier]Implement common logic of hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 71a44644a1 [spline/bezier]Add some flags in shader id for hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra b78e184c51 [spline/bezier]Add some variables in gpu state cache for hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 192d8f3601 [spline/bezier]Add an option for hardware tessellation. 2017-01-23 14:12:02 +01:00
xebra 65be0aa002 [spline/bezier]Move index conversion logic to tiny class. 2017-01-23 14:12:02 +01:00
Henrik Rydgard b0697b62d7 Fix bug in setting certain uniforms in DX9. Fixes #9224 2017-01-21 21:54:42 +01:00
Henrik Rydgard ab9c1d4dc0 Centralize the spline/bezier/bbox execute functions into GPUCommon 2017-01-21 20:43:05 +01:00
Henrik Rydgard 47283db18f DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224 2017-01-21 17:45:53 +01:00
Henrik Rydgard a67e3279eb MSVC build: Enable multiprocessor compilation for the glslang project 2017-01-21 17:13:51 +01:00
Henrik Rydgård 3eaa815704 Qt buildfix 2017-01-17 21:20:11 +07:00
Henrik Rydgård 1b158c116c UI: Fix scissor test issues introduced recently 2017-01-17 20:26:48 +07:00
Henrik Rydgård e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård ac2df14aa2 Merge pull request #9218 from hrydgard/fix-smallwindow
Fix smallwindow mode
2017-01-17 19:07:22 +07:00
Henrik Rydgård 0aee26c285 Minor fix 2017-01-17 19:02:47 +07:00
Henrik Rydgård 901ccc9486 Buildfixes 2017-01-17 18:57:04 +07:00
Henrik Rydgård 941d128248 Sneak in a minor game settings fix 2017-01-17 18:55:48 +07:00
Henrik Rydgård a1016b646e SmallWindow on Windows: Recreate fonts when DPI changes, fixing the worst overlap issues. 2017-01-17 17:57:32 +07:00
Henrik Rydgård 0be02f6de0 Improve smallwindow detection, code cleanup. 2017-01-17 17:21:00 +07:00
Henrik Rydgård d91f82604d Merge pull request #9216 from hrydgard/windows-dpi-fix
Fix high-DPI rendering/input on Windows
2017-01-16 21:32:07 +07:00
Henrik Rydgård 2caf21a960 A max font-string texture width of 1024 is not enough pixels in 250% DPI... 2017-01-16 21:21:31 +07:00
Henrik Rydgård 8b5048be72 Fix high-DPI rendering/input on Windows 2017-01-16 20:53:41 +07:00