Henrik Rydgård
12db0e52d4
Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
d0cdb360fd
Remove the DX9 namespace, for consistency with the other backends
2022-08-16 21:49:16 +02:00
Henrik Rydgård
08e2d951b4
State handling reordering in D3D11 and D3D9 backends.
2022-08-05 23:07:01 +02:00
Henrik Rydgård
16d4545967
Clarity improvement in dx state cache stencil func
2022-07-24 21:44:12 +02:00
Henrik Rydgård
7be86264d0
Move framebufFormat to gstate_c, so we can override it
2022-04-30 18:16:09 +02:00
Unknown W. Brackets
2718e81c0e
GPU: Expand lines to triangles.
2021-10-31 14:46:46 -07:00
Unknown W. Brackets
b3a8e013f6
GPU: Expand points into triangles for higher res.
2021-10-31 13:06:06 -07:00
Unknown W. Brackets
5128480d74
GPU: Implement cull behavior in sw transform.
2021-10-30 21:04:16 -07:00
Unknown W. Brackets
4ec75de0e7
GPU: Add fog separately for swtransform verts.
...
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Unknown W. Brackets
159eab5141
GPU: Set projection matrix per backend.
...
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets
f35c7d04bd
GPU: Update viewport params before sw transform.
2021-10-30 18:19:16 -07:00
Unknown W. Brackets
3730460bc5
GPU: Move swtransform flippedY to params.
2021-10-30 18:17:22 -07:00
Unknown W. Brackets
f32f89dd90
Global: Remove some unused variables.
2021-02-15 11:59:45 -08:00
Unknown W. Brackets
0e25f6a83f
D3D9: Don't allow separate alpha clears.
...
Doesn't seem like the color mask applies to clears.
2021-01-24 16:07:13 -08:00
Unknown W. Brackets
a73c15babc
GPU: Correct shader gen with weights as floats.
...
For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903 .
2021-01-10 08:52:28 -08:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
...
It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
b6efc65c94
Set the texture dirty flags when binding a new framebuffer.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
1b3413945b
Some header include cleanup
2020-09-16 09:20:41 +02:00
Unknown W. Brackets
15c25be42b
GPU: Switch vertex/lookup hashes to XXH3.
...
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Henrik Rydgård
ccc0331279
Move timeutil to Common. (Experiment to see how much work it is to move these).
2020-08-15 20:53:08 +02:00
Henrik Rydgård
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
...
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
6009bf7b74
Merge pull request #12952 from unknownbrackets/vulkan-safesize
...
Vulkan: Match safe size behavior on all backends
2020-07-13 15:59:09 +02:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
Unknown W. Brackets
ea1f0a1195
Vulkan: Match safe size behavior on all backends.
...
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends. We also never detected
that on PowerVR. This makes things more consistent.
2020-05-23 00:25:39 -07:00