Henrik Rydgård
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370678c498
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Do a similar thing for D3D (let the backend handle the dirtying).
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2020-05-24 20:57:59 +02:00 |
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Henrik Rydgård
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bebf649705
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OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
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2020-05-24 20:27:58 +02:00 |
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Unknown W. Brackets
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d88099e701
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GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
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2020-05-16 23:48:56 -07:00 |
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Unknown W. Brackets
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ef43ec5f33
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GPU: Split up software transform into phases.
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2020-05-08 23:09:24 -07:00 |
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Unknown W. Brackets
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b413a58945
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GLES: Add safety handling for offset depal.
Just in case...
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2020-05-07 23:30:17 -07:00 |
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Unknown W. Brackets
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48980d8786
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GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
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2020-05-07 23:12:14 -07:00 |
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Unknown W. Brackets
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ac60e2ecd4
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GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
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2020-04-04 11:52:32 -07:00 |
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Unknown W. Brackets
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30ede8240c
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GPU: Move hw transform decision to draw engine.
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2020-04-04 11:14:32 -07:00 |
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Unknown W. Brackets
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c42fb72419
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GPU: Update uniforms w/ consistent render mode too.
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2020-04-04 11:03:07 -07:00 |
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Henrik Rydgård
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3aa575daef
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OpenGL: Call ApplyDrawState before SoftwareTransform
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2020-01-26 15:29:45 +01:00 |
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Henrik Rydgård
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8c2e318416
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OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
Avoids triple GLenum all over the place, and also clearly shows that the
mapping is wrong.
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2019-10-24 22:41:41 +02:00 |
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Henrik Rydgard
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9736bc431a
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The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
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2019-02-08 14:46:16 +01:00 |
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Henrik Rydgård
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d8f4a70396
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Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
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2018-11-12 08:19:14 +01:00 |
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xebra
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eca9386c05
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[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
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2018-10-07 23:54:31 +09:00 |
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xebra
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ef53195ae8
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[spline/bezier]Surround with namespace Spline.
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2018-10-07 23:54:28 +09:00 |
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xebra
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41823f8780
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[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
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2018-10-07 23:54:23 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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03b9492f08
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[spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
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2018-10-07 23:54:12 +09:00 |
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xebra
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453e274fbe
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[spline/bezier]Fix around vertex type flags.
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2018-10-07 23:54:11 +09:00 |
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xebra
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a48a5b32f0
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[spline/bezier]Unify hardware tessellation of bezier and spline.
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2018-10-07 23:54:06 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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xebra
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1b076f8324
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[spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
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2018-10-07 23:54:03 +09:00 |
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xebra
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966ff32ee7
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[spline/bezier]Improve the logic of copying control-points.
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2018-10-07 23:53:36 +09:00 |
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Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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xebra
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5536cdd827
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[spline/bezier]Fix tex coords.
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2018-06-26 01:47:13 +09:00 |
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