Commit Graph

135 Commits

Author SHA1 Message Date
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
e82fd3bd33 GPU: Avoid spline crashes on bad data.
If we get 0 prims, we can generate confusing index bounds and go out of
bounds.  Similarly, if we get a crazy number of control points and fail to
allocate, we can crash.
2022-01-01 16:40:59 -08:00
Henrik Rydgård
5dab9994b6 Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType).
Should fix #14774
2021-09-07 23:52:06 +02:00
Henrik Rydgård
6b76bcf070 Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality.
It does this by enforcing mipmapping and minification filters, and
always autogenerates mipmaps and enforces anisotropic filtering for all
modes (if that's separately enabled).

This looks nice and flicker free in most games without any additional
tweaking, including GTA and Burnout which have long been painfully
flickery in the distance due to undersampling.

Needs a bit more testing before merge, maybe.

Fixes #13888
2021-09-03 00:14:58 +02:00
Kingcom
5109fd7cdc CMake: Correct build on Windows. 2021-02-15 06:09:12 -08:00
Henrik Rydgård
821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Unknown W. Brackets
30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Unknown W. Brackets
cba6a63058 GPU: Generate normals for curves with lighting.
Improves #12354.  This needs to happen even if the vertex has no normals.
2019-09-28 15:08:37 -07:00
Henrik Rydgård
79d4b0f5a2 Check that allocations in SplineCommon succeed. Attempt at #11660 but not optimistic. 2019-01-06 13:51:17 +01:00
Unknown W. Brackets
8a7ec4fc19 GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
xebra
04708fe88a [spline/bezier]Unify SubmitSpline/Bezier. 2018-11-13 18:22:34 +09:00
xebra
46d30d02cf [spline/bezier]minor fix 2018-10-07 23:54:32 +09:00
xebra
eca9386c05 [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer. 2018-10-07 23:54:31 +09:00
xebra
5f07213c25 [spline/bezier]minor fix 2018-10-07 23:54:30 +09:00
xebra
5f9022ae14 [spline/bezier]minor fix 2018-10-07 23:54:29 +09:00
xebra
ef53195ae8 [spline/bezier]Surround with namespace Spline. 2018-10-07 23:54:28 +09:00
xebra
10afcf2dbb [spline/bezier]Improve basic spline/bezier structures. 2018-10-07 23:54:26 +09:00
xebra
41823f8780 [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing. 2018-10-07 23:54:23 +09:00
xebra
89786b943d [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.
2018-10-07 23:54:22 +09:00
xebra
d98fa06b5f [spline/bezier]Fix to build for Android(clang). 2018-10-07 23:54:21 +09:00
xebra
019e276798 [spline/bezier]Modify ControlPoints and fix VertexPreview. 2018-10-07 23:54:20 +09:00
xebra
1c604d5b60 [spline/bezier]Put the control points stuffs all in one structure. 2018-10-07 23:54:19 +09:00
xebra
66833513c0 [spline/bezier]Modify the weights cache variables to a template variable. 2018-10-07 23:54:18 +09:00
xebra
c4a8d80b61 [spline/bezier]Put the output buffers all in one structure. 2018-10-07 23:54:17 +09:00
xebra
a241058d7b [spline/bezier]Improve TemplateParameterDispatcher class macro to a real class. 2018-10-07 23:54:16 +09:00