Henrik Rydgård
c476d986f7
Bump the index/vertex cpu-side buffer sizes a little. Replaces #17387
2023-05-03 00:24:43 +02:00
Unknown W. Brackets
f44852bb18
Global: Cleanup virtual/override specifiers.
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Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
e82fd3bd33
GPU: Avoid spline crashes on bad data.
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If we get 0 prims, we can generate confusing index bounds and go out of
bounds. Similarly, if we get a crazy number of control points and fail to
allocate, we can crash.
2022-01-01 16:40:59 -08:00
Unknown W. Brackets
30ede8240c
GPU: Move hw transform decision to draw engine.
2020-04-04 11:14:32 -07:00
xebra
5f07213c25
[spline/bezier]minor fix
2018-10-07 23:54:30 +09:00
xebra
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
10afcf2dbb
[spline/bezier]Improve basic spline/bezier structures.
2018-10-07 23:54:26 +09:00
xebra
d98fa06b5f
[spline/bezier]Fix to build for Android(clang).
2018-10-07 23:54:21 +09:00
xebra
019e276798
[spline/bezier]Modify ControlPoints and fix VertexPreview.
2018-10-07 23:54:20 +09:00
xebra
1c604d5b60
[spline/bezier]Put the control points stuffs all in one structure.
2018-10-07 23:54:19 +09:00
xebra
66833513c0
[spline/bezier]Modify the weights cache variables to a template variable.
2018-10-07 23:54:18 +09:00
xebra
c4a8d80b61
[spline/bezier]Put the output buffers all in one structure.
2018-10-07 23:54:17 +09:00
xebra
a241058d7b
[spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
2018-10-07 23:54:16 +09:00
xebra
3d07bca010
[spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
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# Conflicts:
# GPU/Directx9/VertexShaderGeneratorDX9.cpp
# GPU/GLES/VertexShaderGeneratorGLES.cpp
# GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
2018-10-07 23:54:07 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
xebra
e5976f588b
[spline/bezier]Unify software tessellation of bezier and spline.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
2018-10-07 23:54:03 +09:00
xebra
0cb63318bc
[spline/bezier]Fix to build for GE debugger.
2018-10-07 23:54:00 +09:00
xebra
da1176f2b3
[spline/bezier]Improve template parameter dispatch method.
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# Conflicts:
# GPU/Common/SplineCommon.h
2018-10-07 23:53:58 +09:00
xebra
b11f9e6acf
[spline/bezier]Fix normal generation flag and some minor stuffs.
2018-10-07 23:53:56 +09:00
xebra
a340390996
[spline/bezier]Move bezier patch loops into the function and pre-convert control-points.
2018-10-07 23:53:44 +09:00
xebra
c8e45ae4bf
[spline/bezier]Use real tessellation in low-quality with "fixed to 2" tessellation factor.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
2018-10-07 23:53:42 +09:00
xebra
36ed61d08d
[spline/bezier]Pre-convert control-points for the accumulation of SIMD optimization, and avoid conversion in hot loops.
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# Conflicts:
# GPU/Common/SplineCommon.cpp
# GPU/Common/SplineCommon.h
2018-10-07 23:53:42 +09:00
Unknown W. Brackets
2a13a66e18
GPU: Use hw tess only for hw transform.
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This may be needed if we start using software for points/lines.
2018-06-28 19:47:33 -07:00
Unknown W. Brackets
9aad4dc848
GE Debugger: Cleaned repetition in spline preview.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets
1829902171
GE Debugger: Show bezier/spline in preview.
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Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00