Henrik Rydgård
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c7f8f4c5ca
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Unify Execute_Prim
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2018-02-26 11:22:27 +01:00 |
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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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Unknown W. Brackets
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b94ca6e75e
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Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
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2017-12-26 16:54:39 -08:00 |
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Unknown W. Brackets
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496b2bff35
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Vulkan: Fix fragment depth rounding.
Was slightly off in the accurate depth path.
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2017-12-26 16:19:11 -08:00 |
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Unknown W. Brackets
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93a712660c
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GPU: Avoid memory corruption on bone matrix > 96.
See #9574. Seen in Zill O'll Infinite, thanks to Kitsu-neechan for
tracking this down.
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2017-12-26 01:09:23 -08:00 |
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Henrik Rydgård
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fb74c9dfeb
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Clean up a small inconsistency
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2017-12-07 21:09:09 +01:00 |
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Henrik Rydgård
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6eb8630526
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Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
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2017-12-01 20:01:13 +01:00 |
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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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d5ae666725
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Reporting: Remove unused code.
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2017-12-01 09:32:23 -08:00 |
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Henrik Rydgård
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f50dadb284
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Fix the fix for Thrillville. See #7459
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2017-11-26 21:02:33 +01:00 |
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Unknown W. Brackets
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dd6886aa38
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GPU: Fix block transfer write breakpoint.
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2017-11-25 11:32:02 -08:00 |
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Henrik Rydgård
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b52b8b1329
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Unbreak save states, fix other minor issues from review
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2017-11-25 12:13:02 +01:00 |
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Henrik Rydgård
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5c9436f276
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Fix some comments
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2017-11-24 21:58:55 +01:00 |
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Henrik Rydgård
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ed2028aa5e
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Add safety check.
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2017-11-24 21:55:25 +01:00 |
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Henrik Rydgård
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f2db0339ad
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Hack that converts immediate draws to through-mode draws. This won't
work correctly in all cases - but it's enough for Thrillville which uses
it to clear only. Works around #7459.
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2017-11-24 21:50:54 +01:00 |
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Henrik Rydgård
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28b60a724f
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Process immediate draw commands. Not yet sending to graphics backends.
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2017-11-24 17:54:56 +01:00 |
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Henrik Rydgård
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ca21f93d52
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GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
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2017-11-17 13:36:48 +01:00 |
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Henrik Rydgård
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d4df0181db
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More duplicate code removal
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2017-11-14 09:20:36 +01:00 |
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Henrik Rydgård
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04e313ecba
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Unify Execute_Bezier and Execute_Spline
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2017-11-13 10:45:27 +01:00 |
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Henrik Rydgård
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9e35144b96
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Remove/deprecate GPU tick sync
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2017-11-05 23:21:53 +01:00 |
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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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6680e787de
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Delete GPUCommon::ScheduleEvent
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2017-11-05 23:21:50 +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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5e63f0700e
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Get rid of the sync around curTickEst
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2017-11-05 23:21:48 +01:00 |
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Henrik Rydgård
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4d9c571bf4
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Delete the mutex in GPUCommon.
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2017-11-05 23:21:47 +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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b886efe8f5
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Another minor cleanup (DescribeCodePtr)
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2017-10-20 11:06:12 +02:00 |
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Henrik Rydgård
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4a30aedc53
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Unify and move around code to cleanup some debug accessors
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2017-10-18 13:10:05 +02:00 |
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Henrik Rydgård
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d53c88456a
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Unify GetFramebufferList() (trivial)
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2017-10-18 12:49:15 +02:00 |
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Unknown W. Brackets
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72e0a24724
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GPU: Reset shader state on shader reset.
Was ending up with lastFSID being -1, but being used.
Seen in gpu/commands/blend test.
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2017-09-20 08:37:54 -07:00 |
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Henrik Rydgård
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97b82100b8
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Merge pull request #9919 from unknownbrackets/dlist-align
GPU: Fix alignment on signal jump/call
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2017-08-20 22:43:12 +02:00 |
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Unknown W. Brackets
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b035be6367
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GPU: Fix alignment on signal jump/call.
It shouldn't be possible to make the pc unaligned, and this may have been
causing it previously.
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2017-08-20 13:30:39 -07:00 |
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Unknown W. Brackets
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d6506b3d59
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GPU: Consider bbox failed with zero verts.
This seems to match behavior in tests.
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2017-08-20 13:30:10 -07:00 |
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Henrik Rydgård
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dd1399e982
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Fix some missing dirty flags (affects FS_BIT_LMODE)
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2017-08-20 20:14:41 +02:00 |
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Henrik Rydgård
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b9b2656e93
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More vulkan microoptimizations. Add more profiler scopes.
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2017-08-18 13:48:11 +02:00 |
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Henrik Rydgård
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e8a81df8d8
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FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.
No clue why the problem only happened on GL though...
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2017-08-17 21:02:09 +02:00 |
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Henrik Rydgård
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5680332343
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Minor cleanups
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2017-08-17 15:20:21 +02:00 |
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Henrik Rydgård
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2c4e5e2303
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Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
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2017-08-17 15:20:16 +02:00 |
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Henrik Rydgård
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71baecabd6
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Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
It would only be necessary if we needed the previous value, which we
don't do in any of these.
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2017-08-17 15:20:10 +02:00 |
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Henrik Rydgård
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c4ccf5b734
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Simple micro-optimization in AdvanceVerts
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2017-08-15 12:02:47 +02:00 |
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Henrik Rydgard
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078e1151f9
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Dirty-flag the fragment shader ID.
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2017-08-14 11:36:07 +02:00 |
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Henrik Rydgard
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56cd991833
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All: Only recompute the vertex shader ID when dirty
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2017-08-14 11:36:06 +02:00 |
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Henrik Rydgard
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4e55654522
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Add some missing VIEWPORTSCISSOR dirtying.
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2017-08-14 11:35:11 +02:00 |
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Unknown W. Brackets
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aa2269020a
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Dirty viewport state on framebuf resize.
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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1098bf7342
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All: Only convert viewportscissor state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e439055a32
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All: Only convert raster state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e2b179d6e2
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All: Only convert depth stencil state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e4567c694c
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All: Only convert blend state if "dirty"
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2017-08-14 11:14:26 +02:00 |
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Unknown W. Brackets
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3960a4d791
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Ensure everything is dirty on frame start.
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2017-08-14 11:14:26 +02:00 |
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