Unknown W. Brackets
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7ad6270623
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GLES: Remove spurious semicolons in shaders.
Were causing compile errors on some devices.
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2018-12-23 20:21:17 -08:00 |
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Unknown W. Brackets
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f8ce9b08ba
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Vulkan: Limit stencil workaround to Adreno 5xx.
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2018-12-23 14:11:57 -08:00 |
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Unknown W. Brackets
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1f594f3fb5
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GPU: Track draw in shader manager.
With device restore etc. everywhere.
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2018-12-23 12:55:37 -08:00 |
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Henrik Rydgård
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de4dec2a80
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Use raw strings for more shaders
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2018-12-18 10:37:45 +01:00 |
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Unknown W. Brackets
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5932cbabc3
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GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states. This simplifies fragment shaders a little.
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2018-12-01 14:05:29 -08:00 |
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Unknown W. Brackets
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b1e68c653c
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GPU: Avoid a missing virtual destructor warning.
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2018-12-01 13:59:47 -08:00 |
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Unknown W. Brackets
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c2e7263601
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D3D11: Correct shader bounds apply.
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2018-11-24 10:51:47 -08:00 |
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Unknown W. Brackets
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d9510f8824
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D3D11: Allow shader blend to self.
It was forcing from black before. See #9616.
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2018-11-24 10:19:28 -08:00 |
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Henrik Rydgård
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b17fc67c45
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Get rid of MaskedEqual
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2018-11-12 08:19:19 +01:00 |
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Henrik Rydgård
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d8f4a70396
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Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
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2018-11-12 08:19:14 +01:00 |
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Henrik Rydgård
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22c066515e
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Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
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2018-11-04 17:04:29 +01:00 |
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Henrik Rydgård
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fa40bcff8d
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Disable triangle range culling on D3D9 on Intel. Should fix #11477
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2018-10-21 09:36:15 +02:00 |
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xebra
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eca9386c05
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[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
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2018-10-07 23:54:31 +09:00 |
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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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453e274fbe
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[spline/bezier]Fix around vertex type flags.
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2018-10-07 23:54:11 +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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cd0662c065
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GPU: Cleanup outdated flushbefore code.
Backends didn't match.
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2018-09-20 20:36:41 -07:00 |
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Unknown W. Brackets
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b7d84926fa
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D3D11: Enable depth clamping.
Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
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2018-09-18 21:49:17 -07:00 |
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Unknown W. Brackets
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97773d3dd5
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TexCache: Fix texture alignment in GLES.
We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
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2018-09-08 19:00:30 -07:00 |
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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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16d7a80980
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GPU: Clear alpha more consistently from 565.
Before, the backends all did different things. Now they are more in sync,
but Vulkan still behaves slightly differently.
Fixes #11326.
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2018-08-30 21:00:21 -07:00 |
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