Commit Graph

324 Commits

Author SHA1 Message Date
xebra
ef53195ae8 [spline/bezier]Surround with namespace Spline. 2018-10-07 23:54:28 +09:00
xebra
41823f8780 [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing. 2018-10-07 23:54:23 +09:00
xebra
89786b943d [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.
2018-10-07 23:54:22 +09:00
xebra
a48a5b32f0 [spline/bezier]Unify hardware tessellation of bezier and spline. 2018-10-07 23:54:06 +09:00
xebra
3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
xebra
966ff32ee7 [spline/bezier]Improve the logic of copying control-points. 2018-10-07 23:53:36 +09:00
Unknown W. Brackets
a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
9bac603976 GPU: Use HW transform for flat spline/bezier.
We can control the provoking vertex here, but it's less likely to matter.
2018-06-28 19:30:20 -07:00
Unknown W. Brackets
e2c217ab29 Core: More consistently use config enums. 2018-06-23 10:59:18 -07:00
Unknown W. Brackets
d1fa9b97a3 GPU: Remove some unused fields. 2018-06-17 11:26:09 -07:00
Henrik Rydgård
03175b74ef Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
2606365ba4 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.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets
61fc1cdcfb GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
Henrik Rydgård
b037efdb55 If there are multiple Vulkan devices, show a setting to allow the user to choose. 2018-06-06 10:20:12 +02:00
Henrik Rydgård
9485b04914 Never bind a NULL image view in Vulkan no matter what. 2018-06-01 18:51:37 +02:00
Unknown W. Brackets
e7d07aff71 Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
2018-05-27 22:28:09 -07:00
Henrik Rydgård
413a204138 Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid. 2018-04-13 17:32:56 +02:00
Henrik Rydgård
81276c8862 Fix various bugs. 2018-04-13 14:19:05 +02:00
Henrik Rydgård
29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård
a3ed87bca5 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.
2018-04-12 12:00:19 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73 Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
2018-04-10 12:14:23 +02:00
Unknown W. Brackets
5f27a2e60a Vulkan: Track tags on emu textures. 2018-04-06 21:43:18 -07:00
Henrik Rydgård
f1359af0b0 Vulkan: Improve handling of shader compile failures (don't crash) 2018-03-19 17:46:58 +01:00