Unknown W. Brackets
1f898e3b70
GPU: Correctly flush on cull mode change.
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Fixes #11593 and fixes #11591 .
2018-11-25 16:56:39 -08:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
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handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
Unknown W. Brackets
6cba46bd62
GE Debugger: Fix handling for framebuf changes.
2018-11-17 08:56:32 -08:00
Unknown W. Brackets
d245e002c7
GE Debugger: Record block transfer too.
2018-11-17 08:55:54 -08:00
xebra
04708fe88a
[spline/bezier]Unify SubmitSpline/Bezier.
2018-11-13 18:22:34 +09:00
Unknown W. Brackets
4996084665
GPU: Dirty frag shader on depth write.
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We use this flag to determine whether we use discard, so it changes shader
ids. Fixes the layering part of #11535 .
2018-11-06 21:16:51 -08:00
xebra
405ead8d41
[spline/bezier]Get rid of duplication call of Flush().
2018-10-07 23:54:28 +09:00
xebra
8ad38dfaae
[spline/bezier]oops
2018-10-07 23:54:25 +09:00
xebra
d4a667397c
[spline/bezier]Improve shader uniforms a bit.
2018-10-07 23:54:10 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
Unknown W. Brackets
67058495f5
GPU: Dirty more correctly for cullrange params.
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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.
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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.
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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.
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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.
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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.
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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
weihuoya
7383e90c19
handle cullface, help to #10597
2018-08-23 12:46:09 +08:00
Unknown W. Brackets
c32ffa1db0
GE Debugger: Rename depth clamp more places.
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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.
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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
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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."
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This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
7de3edb46c
Revert "Remove gstate_c.deferredVertTypeDirty"
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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.
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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.
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(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
Henrik Rydgård
fcdb816235
Remove gstate_c.deferredVertTypeDirty
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
978f8e73e5
Remove checks that disabled software skinning if there was morph.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
d3665a8482
Minor cleanup
2018-03-05 00:03:47 +01:00
Henrik Rydgård
b74634aa3b
Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
2018-03-02 07:06:58 +01:00
Henrik Rydgård
4130bcd416
inner interpreter: support skipping regular nops
2018-03-01 09:38:06 +01:00
Henrik Rydgård
ef3341e34f
Don't use the inner interpreter when debug recording
2018-02-28 09:18:53 +01:00
Henrik Rydgård
292f116821
Execute_Prim: Add a smaller "inner interpreter" to avoid going back to the runloop during long sequences of PRIM commands.
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Helps performance by a quite measurable 1-4% in several PRIM-heavy games.
2018-02-28 09:18:41 +01:00
Henrik Rydgård
0b4b2bfe9c
Avoid the most common virtual call when possible.
2018-02-26 13:51:14 +01:00
Henrik Rydgård
64ec46e705
Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
2018-02-26 11:58:17 +01:00
Henrik Rydgård
78467d6092
Unify FastRunLoop for the hardware backends.
2018-02-26 11:52:16 +01:00
Henrik Rydgård
6a2f45c2e1
Unify UpdateCmdInfo
2018-02-26 11:48:56 +01:00
Henrik Rydgård
8cef1f0f8d
GPU: Unify command table (cmdInfo_)
2018-02-26 11:44:02 +01:00
Henrik Rydgård
967018b7f8
Unify Execute_LoadClut
2018-02-26 11:32:02 +01:00