Henrik Rydgård
|
04e313ecba
|
Unify Execute_Bezier and Execute_Spline
|
2017-11-13 10:45:27 +01:00 |
|
Unknown W. Brackets
|
7041341d1a
|
SaveState: Avoid clearing shaders in all backends.
|
2017-11-11 08:17:04 -08:00 |
|
Unknown W. Brackets
|
f93ef92960
|
D3D11: Avoid clearing shaders on load state.
They don't need to be cleared (unlike FBOs), and clearing them requires
clearing even more things. Fixes #9637.
|
2017-11-11 08:09:56 -08:00 |
|
Henrik Rydgård
|
d618b3673b
|
Count readbacks in a frame and show in GPU debug stats.
|
2017-11-08 11:57:53 +01:00 |
|
Henrik Rydgård
|
8c69be9bfa
|
Get rid of GPUCommon's "Internal" functions.
|
2017-11-05 23:21:52 +01:00 |
|
Henrik Rydgård
|
26e52ca5e8
|
Get rid of a bunch of sync stuff that's no longer needed.
|
2017-11-05 23:21:49 +01:00 |
|
Henrik Rydgård
|
7312576239
|
More buildfixes, warning fix, memory leak fix
|
2017-10-26 11:43:22 +02:00 |
|
Henrik Rydgård
|
4a30aedc53
|
Unify and move around code to cleanup some debug accessors
|
2017-10-18 13:10:05 +02:00 |
|
Henrik Rydgård
|
d53c88456a
|
Unify GetFramebufferList() (trivial)
|
2017-10-18 12:49:15 +02:00 |
|
Henrik Rydgård
|
2f85e6516e
|
Minor optimizations (use the new hashmap in a few more places)
|
2017-08-20 19:18:46 +02:00 |
|
Henrik Rydgård
|
5680332343
|
Minor cleanups
|
2017-08-17 15:20:21 +02:00 |
|
Henrik Rydgård
|
2c4e5e2303
|
Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
|
2017-08-17 15:20:16 +02:00 |
|
Henrik Rydgård
|
71baecabd6
|
Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
It would only be necessary if we needed the previous value, which we
don't do in any of these.
|
2017-08-17 15:20:10 +02:00 |
|
Henrik Rydgård
|
983bb3bd0f
|
Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
|
2017-08-15 14:27:54 +02:00 |
|
Henrik Rydgard
|
56cd991833
|
All: Only recompute the vertex shader ID when dirty
|
2017-08-14 11:36:06 +02:00 |
|
Henrik Rydgard
|
e2b179d6e2
|
All: Only convert depth stencil state if dirty
|
2017-08-14 11:14:26 +02:00 |
|
Henrik Rydgard
|
e4567c694c
|
All: Only convert blend state if "dirty"
|
2017-08-14 11:14:26 +02:00 |
|
Unknown W. Brackets
|
4a56e6ff83
|
GE Debugger: Fix recording in softgpu.
|
2017-06-04 10:38:58 -07:00 |
|
Unknown W. Brackets
|
dca75437c3
|
GPU: Refactor common frame dumping code.
|
2017-06-03 15:29:07 -07:00 |
|
Unknown W. Brackets
|
fd4399e108
|
GPU: Centralize fb resize, move to begin of frame.
It makes more sense here, because otherwise when you change it from the UI
settings, it takes a frame to "kick in".
|
2017-04-24 12:02:52 -07:00 |
|
Unknown W. Brackets
|
030f803002
|
Remove unused parameter to DestroyAllFBOs().
|
2017-04-13 23:07:21 -07:00 |
|
Henrik Rydgard
|
22d5acb40e
|
Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
|
2017-04-04 11:09:29 +02:00 |
|
Henrik Rydgård
|
1faae8b6d6
|
Port some other minor changes over from #9255
|
2017-04-03 16:47:30 +02:00 |
|
Henrik Rydgård
|
94f16e3b7c
|
GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.
Fixes #9438.
|
2017-03-17 11:26:11 +01:00 |
|
Henrik Rydgård
|
20f9ae3114
|
Make sure UpdateCmdInfo is called "in sync" with settings changes. Fixes #9438.
(well, at least the software skinning part. not sure if there are more).
|
2017-03-17 10:48:43 +01:00 |
|