Henrik Rydgård
875f70b06d
Remove wrong comments
2017-11-17 16:22:07 +01:00
Henrik Rydgård
ca21f93d52
GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554 , finally!
2017-11-17 13:36:48 +01:00
Henrik Rydgård
da09e10aa3
Make the interface to hw tess slightly more flexible.
2017-11-12 11:04:13 +01:00
Henrik Rydgård
22e65ba80d
Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
2017-08-31 01:14:51 +02:00
Unknown W. Brackets
ede9025447
SoftGPU: Simplify index conversion.
2017-04-15 21:01:17 -07:00
xebra
ca7f265b11
[spline/bezier]Change all backends vertex texture format to RGBA(16 bytes).
2017-03-24 13:29:05 +09:00
xebra
f4737cc1fa
Fix f14b7549.
2017-03-24 00:02:18 +09:00
xebra
e6af91f1b0
[spline/bezier]Trying to fix a problem that wrong texture format causes a crash.
2017-03-23 23:57:03 +09:00
xebra
f14b75492d
[spline/bezier]Split SendDataToShader() into two functions.
2017-03-23 23:28:38 +09:00
xebra
56f80ace90
[spline/bezier]Unify the word "tesselate" to "tessellate".
2017-03-09 18:04:16 +09:00
xebra
29791faf00
[spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working.
2017-03-09 17:56:19 +09:00
Henrik Rydgard
03dab0fdbd
More UWP prep
2017-02-25 09:57:22 +01:00
Henrik Rydgard
f5fa238e22
More minor changes to make GPU and native build on UWP later
2017-02-24 20:26:38 +01:00
xebra
54a2dcd442
[spline/bezier]Add some comments and fix to avoid division, use multiply instead.
2017-01-23 14:13:28 +01:00
xebra
52f86cf61b
[spline/bezier]Implement common logic of hardware tessellation.
2017-01-23 14:12:02 +01:00
xebra
65be0aa002
[spline/bezier]Move index conversion logic to tiny class.
2017-01-23 14:12:02 +01:00
Henrik Rydgard
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Henrik Rydgard
fe6d2d4017
Avoid unaligned accesses when hashing vertex data on ARM. Fixes #9114 , may help #9128 and #9129 .
2016-12-01 15:56:05 +01:00
Florent Castelli
8c3552de74
cmake: Detect features at compile time
...
Instead of relying on manually passed down flags from CMake,
we now have ppsspp_config.h file to create the platform defines for us.
This improves support for multiplatform builds (such as iOS).
2016-10-19 12:31:19 +02:00
Unknown W. Brackets
9224eb375f
Correct bezier handling for 0 division.
...
This should still be drawn and treated as 1.
2016-04-10 17:53:50 -07:00
Unknown W. Brackets
0cd44e838b
Allow spline subdivisions below 2.
2016-04-10 17:33:34 -07:00
Unknown W. Brackets
b1f0d4869c
Advance pointers after drawing splines.
...
Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets
868bbb8ebe
Advance vertex/index pointers on bezier submit.
...
Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets
808c807448
Allow tessellation with less than a 4 factor.
...
Per tests on real hardware, this is allowed. It works fine without the
clamping and matches the result on hardware.
2016-04-10 12:10:15 -07:00
Unknown W. Brackets
277b76e2ae
Treat GE_PATCHPRIM_UNKNOWN as points.
...
Confirmed by tests on hardware - although it's doubtful any games use
this type.
2016-04-10 11:58:15 -07:00