Henrik Rydgard
5d0d67140f
Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738 .
2015-05-12 20:01:04 +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
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(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Unknown W. Brackets
7379d37e73
Bail on bad verts after grabbing byte increment.
2015-02-28 01:28:30 -08:00
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).
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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.
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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.
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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.
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00