Commit Graph

339 Commits

Author SHA1 Message Date
Henrik Rydgard
11c8450f19 Only gate really expensive block transfers behind the setting. 2019-02-08 14:50:47 +01:00
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8a7ec4fc19 GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
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d8c80afe59 GPU: Dirty stencil on stencil mask change.
Otherwise it doesn't always apply.
2018-12-01 14:00:32 -08:00
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7b815af331 GPU: Force use of indexes on cull mode flip.
Since we flip in the index, it can't be pure in this case.
2018-11-30 07:22:28 -08:00
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d3db565344 GPU: Maintain a bit more state in inner-prim loop.
Trying to make dumps properly trigger this optimization, but they still
sometimes get flattened and don't.
2018-11-29 19:28:10 -08:00
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1f898e3b70 GPU: Correctly flush on cull mode change.
Fixes #11593 and fixes #11591.
2018-11-25 16:56:39 -08:00
Henrik Rydgård
4942c52f73 Merge pull request #11172 from weihuoya/cullface
handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
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6cba46bd62 GE Debugger: Fix handling for framebuf changes. 2018-11-17 08:56:32 -08:00
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d245e002c7 GE Debugger: Record block transfer too. 2018-11-17 08:55:54 -08:00
xebra
04708fe88a [spline/bezier]Unify SubmitSpline/Bezier. 2018-11-13 18:22:34 +09:00
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4996084665 GPU: Dirty frag shader on depth write.
We use this flag to determine whether we use discard, so it changes shader
ids.  Fixes the layering part of #11535.
2018-11-06 21:16:51 -08:00
xebra
405ead8d41 [spline/bezier]Get rid of duplication call of Flush(). 2018-10-07 23:54:28 +09:00
xebra
8ad38dfaae [spline/bezier]oops 2018-10-07 23:54:25 +09:00
xebra
d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra
3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
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67058495f5 GPU: Dirty more correctly for cullrange params.
Was previously missing some settings which might convince us to use large
viewports, and more importantly some that would impact the depth settings
under certain settings.
2018-09-21 21:55:11 -07:00
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9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
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ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
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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
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6ee0612a10 Ge: Keep jump/call optim when fast memory on.
This gives a way to validate with fast memory off, and get less crashes.
2018-08-25 10:38:56 -07:00
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d13f76308d Ge: Avoid executing invalid pointers.
May help #3407 and related errors, as well as crashes and execution of
garbage.  This stops immediately on a bad pointer, rather than trying to
push through.
2018-08-25 10:32:32 -07:00
weihuoya
7383e90c19 handle cullface, help to #10597 2018-08-23 12:46:09 +08:00
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c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Henrik Rydgård
ea1ef9277c Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530. 2018-07-15 12:13:25 +02:00
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2a13a66e18 GPU: Use hw tess only for hw transform.
This may be needed if we start using software for points/lines.
2018-06-28 19:47:33 -07:00