xebra
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ef53195ae8
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[spline/bezier]Surround with namespace Spline.
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2018-10-07 23:54:28 +09:00 |
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xebra
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41823f8780
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[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
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2018-10-07 23:54:23 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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a48a5b32f0
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[spline/bezier]Unify hardware tessellation of bezier and spline.
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2018-10-07 23:54:06 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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xebra
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966ff32ee7
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[spline/bezier]Improve the logic of copying control-points.
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2018-10-07 23:53:36 +09:00 |
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Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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Unknown W. Brackets
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9bac603976
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GPU: Use HW transform for flat spline/bezier.
We can control the provoking vertex here, but it's less likely to matter.
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2018-06-28 19:30:20 -07:00 |
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Unknown W. Brackets
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e2c217ab29
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Core: More consistently use config enums.
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2018-06-23 10:59:18 -07:00 |
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Unknown W. Brackets
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d1fa9b97a3
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GPU: Remove some unused fields.
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2018-06-17 11:26:09 -07:00 |
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Henrik Rydgård
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03175b74ef
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Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
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2018-06-06 22:22:01 +02:00 |
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Unknown W. Brackets
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2606365ba4
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GPU: Use software transform for flat shading.
Except on GLES where it works fine with the default provoking index.
This fixes #10969 so that it works everywhere.
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2018-06-06 05:53:50 -07:00 |
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Unknown W. Brackets
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dca159c47e
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GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before. This only fixes software transform.
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2018-06-06 05:53:50 -07:00 |
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Unknown W. Brackets
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61fc1cdcfb
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GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
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2018-06-06 05:52:49 -07:00 |
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Henrik Rydgård
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b037efdb55
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If there are multiple Vulkan devices, show a setting to allow the user to choose.
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2018-06-06 10:20:12 +02:00 |
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Henrik Rydgård
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9485b04914
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Never bind a NULL image view in Vulkan no matter what.
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2018-06-01 18:51:37 +02:00 |
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Unknown W. Brackets
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e7d07aff71
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Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
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2018-05-27 22:28:09 -07:00 |
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Henrik Rydgård
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413a204138
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Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
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2018-04-13 17:32:56 +02:00 |
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Henrik Rydgård
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81276c8862
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Fix various bugs.
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2018-04-13 14:19:05 +02:00 |
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Henrik Rydgård
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29c41c6a35
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Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
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2018-04-13 14:19:01 +02:00 |
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Henrik Rydgård
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a3ed87bca5
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Some comment fixes and cleanup.
Not much point warning for those MIPS instructions - if games use them,
they use them carefully because games can't catch that exception anyway.
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2018-04-12 12:00:19 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
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2018-04-10 12:14:23 +02:00 |
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Unknown W. Brackets
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5f27a2e60a
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Vulkan: Track tags on emu textures.
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2018-04-06 21:43:18 -07:00 |
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Henrik Rydgård
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f1359af0b0
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Vulkan: Improve handling of shader compile failures (don't crash)
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2018-03-19 17:46:58 +01:00 |
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