Commit Graph

323 Commits

Author SHA1 Message Date
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
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
Henrik Rydgård
e98ea812f6 Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
2018-06-10 20:53:18 +02:00
Unknown W. Brackets
395ac32d63 Debugger: Run memory breakpoints on mobile. 2018-06-06 17:31:56 -07:00
Unknown W. Brackets
5b62c8afb8 D3D9: Implement flat shading via state. 2018-06-06 05:53:50 -07:00
zhang wei
51388ded22 cullmode fallback 2018-04-28 14:59:12 +08:00
zhang wei
3419197ee9 flush back cull mode 2018-04-27 21:49:43 +08:00
zhang wei
cfc353ee81 handle cull mode by indices, improve performance for GVGNP, refer to #10172 2018-04-27 16:33:35 +08:00
Henrik Rydgård
69bd427ca2 Shader depal: Implement bilinear filtering. 2018-04-13 14:19:05 +02:00
Henrik Rydgård
23052b5a6b Buildfix. 2018-04-10 16:28:06 +02:00
Henrik Rydgård
02ea4b5efa Inner interpreter safety check - in hw skinning mode, we need to flush if any part of the vertex format changes. 2018-04-10 14:37:32 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
7de3edb46c Revert "Remove gstate_c.deferredVertTypeDirty"
This reverts commit fcdb816235.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
0843e2cb98 Fix updating light constants when light type changes (we handle dir/pos lights differently). Fixes #10132 2018-03-25 00:21:03 +01:00
Unknown W. Brackets
1b8297de31 GPU: Count clears during frameskip.
This allows the GoW hack to still work during frameskip.
Fixes #10668.
2018-03-24 10:58:24 -07:00
Henrik Rydgård
ad42ec5473 Inner interpreter: Add support for the Gran Turismo hack. 2018-03-17 23:57:50 +01:00
Henrik Rydgård
50de13d3d7 Optimize the "inner interpreter" for God of War character drawing. Speeds the games up by 4% or so.
(measured on the title screen though..)
2018-03-05 12:50:51 +01:00
Henrik Rydgård
4cf5999bc8 Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00