Unknown W. Brackets
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544344f505
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GPU: Improve some bezier logging.
Meant to do this when splines were changed.
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2018-01-07 21:06:03 -08:00 |
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Henrik Rydgård
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b5e5d72a0a
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Complete the separation of depth and stencil renderpass flags
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2017-12-30 22:52:22 +01:00 |
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Unknown W. Brackets
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206979fed6
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Software: Execute bounding box tests.
Fixes #10148.
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2017-12-24 11:05:52 -08:00 |
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Unknown W. Brackets
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a0e4b6ad0b
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Reporting: Improve bezier/spline morph/skin data.
Most of these are probably garbage?
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2017-12-01 09:50:31 -08:00 |
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Unknown W. Brackets
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ffbdb15975
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SoftGPU: Fix crash when stride is 0.
This happens in Star Ocean 1.
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2017-11-11 17:45:47 -08:00 |
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Henrik Rydgård
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8c69be9bfa
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Get rid of GPUCommon's "Internal" functions.
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2017-11-05 23:21:52 +01:00 |
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Henrik Rydgård
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bb68906d88
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Delete ProcessEvent and the GPUEvent enum
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2017-11-05 23:21:51 +01:00 |
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Henrik Rydgård
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26e52ca5e8
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Get rid of a bunch of sync stuff that's no longer needed.
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2017-11-05 23:21:49 +01:00 |
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Henrik Rydgård
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be2ba4ffb3
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Remove the setting to run the display list interpreter on a separate thread.
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2017-11-05 23:21:26 +01:00 |
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Henrik Rydgård
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c403edfa89
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Avoid re-binding pipelines.
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2017-10-26 10:57:00 +02:00 |
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Unknown W. Brackets
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37a894a558
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GE Debugger: Record memcpy/memset too.
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2017-06-03 15:29:10 -07:00 |
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Unknown W. Brackets
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1cc488aef4
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SoftGPU: Support Take Screenshot partially.
This doesn't capture the FPS etc. as other backends do, but at least it
takes a screenshot.
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2017-06-01 20:40:45 -07:00 |
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Unknown W. Brackets
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2233ab073d
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SoftGPU: Expose jit cache for profiling.
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2017-05-30 22:57:42 -07:00 |
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Unknown W. Brackets
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1b491fe156
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SoftGPU: Stub a jit for texel fetch.
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2017-05-30 22:57:30 -07:00 |
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Henrik Rydgård
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c173da49d3
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Fix a number of bugs and stuff affecting Vulkan on Mali
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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6bcfe539f7
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Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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35aefe4a2a
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BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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8f9e0b7fcc
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SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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2017-05-24 10:20:10 +02:00 |
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Unknown W. Brackets
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8187927b9d
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SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.
In Legend of Heroes 3, for example, this provides a 10% speed improvement.
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2017-05-20 20:22:35 -07:00 |
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Unknown W. Brackets
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1666586869
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SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
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2017-04-29 20:36:36 -07:00 |
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Unknown W. Brackets
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1e78642a7b
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SoftGPU: Remove old spline handling code.
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2017-04-15 21:10:19 -07:00 |
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Unknown W. Brackets
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b543c0d0e4
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SoftGPU: Use common spline/bezier rendering.
There's nothing inherently non-software rendering about this.
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2017-04-15 20:08:37 -07:00 |
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Unknown W. Brackets
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b67650a8ff
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SoftGPU: Force render res to 1x.
This fixes issues with the vertex preview in the GE Debugger.
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2017-04-15 19:54:42 -07:00 |
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Unknown W. Brackets
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31ddcd48ed
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SoftGPU: Fix crash on matrix load.
Just stubbing the draw engine here.
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2017-04-15 19:53:56 -07:00 |
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Henrik Rydgård
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c899882034
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Fix issues with software GPU on D3D11
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2017-04-11 12:53:11 +02:00 |
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