Commit Graph
314 Commits
Author SHA1 Message Date
Henrik Rydgard e5706ac9ff Remove accidentally added Flush() call (was debugging something else) 2015-02-04 17:41:51 +01:00
Henrik Rydgard f18f54fa5a Don't prepare to fetch translations unless we actually are going to use them.. In a couple of places in the code. 2015-02-04 13:41:21 +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
Henrik Rydgard c2500744e1 D3D9 rectangle rendering fix (maxindex) 2015-01-15 23:58:07 +01:00
Unknown W. Brackets d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
Unknown W. Brackets f311d4008d Leave VBOs and index buffers bound for reuse. 2015-01-11 17:03:45 -08:00
Unknown W. Brackets 40ea889b6a Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
xebra 1a6102178c [spline/bezier]Remove unnecessary initialization of array. 2014-12-16 22:30:06 +09:00
Henrik Rydgard b4b7cd0722 GLES: Merge the two ShaderID classes as they are identical.
I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
2014-12-14 19:24:11 +01:00
Henrik Rydgård a767c8e704 Merge pull request #7176 from xebra/spline_bezier2
Fix huge bezier patch issue
2014-12-13 18:14:59 +01:00
xebra 7577a49832 [spline/bezier]Fix huge bezier patch issue related to #5500 2014-12-14 01:49:48 +09:00
Henrik Rydgård 5d6d552e57 Merge pull request #7175 from xebra/spline_bezier
Improve spline/bezier tesselation
2014-12-13 17:45:15 +01:00
xebra 43e3028add [spline/bezier]Writing vertices to the buffer directly. 2014-12-14 01:08:00 +09:00
Lioncash dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
xebra fe051f30a2 [spline/bezier]Fix surface normal at flat shading. 2014-11-29 21:58:11 +09:00
xebra 368ebf7da3 [spline/bezier]Fix order of quad indices. 2014-11-25 23:48:22 +09:00
Henrik Rydgard 1fe2af3421 Fix D3D NFSU crash #7030 in a cleaner way than #7033 :) 2014-10-29 23:51:23 +01:00
Unknown W. Brackets 2b16b5b79b Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
Henrik Rydgard 7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Henrik Rydgard 6c313385ab Reduce the diff between the two draw engines 2014-09-18 00:40:25 +02:00
Henrik Rydgard 5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Unknown W. Brackets 01bdb6e160 Cleanup some minor vertex cache stuff. 2014-09-15 07:08:55 -07:00
Unknown W. Brackets 64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Unknown W. Brackets f0c37e3f61 d3d: Use minihashing in the vertex cache. 2014-09-14 13:50:57 -07:00
Unknown W. Brackets afd9d864be Clear alpha only when clearing stencil.
Not sure if this will fix anything.
2014-09-14 08:00:35 -07:00
Unknown W. Brackets d60fd955d6 Vertex cache a bit more frequently.
Rely upon the minihashing a bit more.
2014-09-13 14:03:13 -07:00
Unknown W. Brackets 456b2613f0 Avoid full rehashes when failures are frequent. 2014-09-13 14:03:13 -07:00
Unknown W. Brackets c8e6a809c3 Use a more frequent mini hash in the vertex cache. 2014-09-13 14:03:12 -07:00
Unknown W. Brackets 37b9af75b1 Refactor vertex caching a little. 2014-09-13 14:03:12 -07:00
Unknown W. Brackets bcc6b4027a Limit unreliable vertexes uncached per frame.
Remember them longer, and avoid slamming too many in the same frame.
2014-09-13 14:03:11 -07:00
Henrik Rydgard 19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00
Henrik Rydgard 4212bbb51e Cleanup SoftwareTransform a bit more 2014-09-13 13:15:18 +02:00
Henrik Rydgard ca3ed34b44 Move most GL code out of GLES/SoftwareTransform.cpp 2014-09-13 13:03:37 +02:00
Henrik Rydgard 37e3cf362f Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
Henrik Rydgard 7cf05e44a2 Add option to vertexdecoder to expand UVs to floats 2014-09-12 02:00:31 +02:00
Unknown W. Brackets 33ac30218a Bind the alphatest tex after we know vert alpha.
Before we sometimes thought alpha test was trivially true when it wasn't.
2014-09-10 23:43:48 -07:00
Unknown W. Brackets 94c1271761 Add an experiment with using a texture for tests.
Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets 4a8d52ab1a Add a config option for the slow framebuf effects.
Like cluts, blitting, etc.  At higher render resolutions these are
expensive, and on some mobile devices they may be too much.

Of course, they're only used when needed so this is a speedhack.
2014-07-08 23:57:27 -07:00
Unknown W. Brackets 32a11dc28d Minor optimization for prescale/not, fix switch. 2014-06-29 15:47:00 -07:00
Unknown W. Brackets 596abeca06 Use the same vertex decoders for splines.
Had the vert type bits at the top.
2014-06-29 15:46:59 -07:00
Unknown W. Brackets 95f4341838 Allow changing prescale uv at runtime. 2014-06-28 21:51:25 -07:00
Unknown W. Brackets 1c3b60a8ee Allow changing software skinning at runtime. 2014-06-28 21:46:43 -07:00
Henrik Rydgard 8b60fe0239 Ridge Racer hack: Flush after every prim if fb addr == tex addr.
Fixes the bloom errors. @unknownbrackets discovered this method.

Not sure if I want to merge this.. It does add yet another check
to a critical path.
2014-06-22 20:37:50 +02:00
Unknown W. Brackets 9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets 7226aad903 Don't allow the buf name cache to get too full. 2014-06-07 16:28:24 -07:00
Unknown W. Brackets 5f521bcfb0 Reuse buffer objects when possible.
glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00
Unknown W. Brackets 4971206e92 Allocate vertexcache buffer names in chunks.
Partially implements #6045.
2014-06-07 16:15:37 -07:00
Unknown W. Brackets 8d1b3ae7aa Fix a vertexdec crash from the ge debugger. 2014-06-06 21:06:29 -07:00
Unknown W. Brackets 8f9a2b9882 Unbind the fbo texture when it's not used.
Just in case there are problems with decimating it or etc.
2014-05-27 01:45:20 -07:00
Unknown W. Brackets ff8f1fa569 Avoid the GE debugger affecting vertexFullAlpha. 2014-05-04 09:54:54 -07:00