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 Rydgård
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14a80968cf
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Unify transformed arrays
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2017-06-03 18:05:21 +02:00 |
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Henrik Rydgård
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1abb8792ab
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Unify ComputeMiniHash
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2017-06-03 18:05:18 +02:00 |
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Henrik Rydgård
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3032240916
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Unify DecodeVertsStep
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2017-06-03 18:04:46 +02:00 |
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Henrik Rydgård
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240e058b3b
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Some unification in DrawEngine
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2017-06-03 18:03:56 +02:00 |
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Henrik Rydgård
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665a2c04cb
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Implement software skinning for the Vulkan backend. Fixes #9753
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2017-06-02 11:47:14 +02:00 |
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Unknown W. Brackets
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70d17d1bc7
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Track flags to reduce unnecessary VRAM zeroing.
If we haven't downloaded to RAM since the last zero, no need to zero
again. This is the most common case.
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2017-04-09 15:10:07 -07:00 |
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Henrik Rydgard
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22d5acb40e
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Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
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2017-04-04 11:09:29 +02:00 |
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xebra
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e6af91f1b0
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[spline/bezier]Trying to fix a problem that wrong texture format causes a crash.
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2017-03-23 23:57:03 +09:00 |
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Henrik Rydgard
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032c340f50
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Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
This reverts commit 0bbb61e5d2 .
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2017-03-19 12:47:12 +01:00 |
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Henrik Rydgard
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0bbb61e5d2
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Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size.
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2017-03-19 12:08:21 +01:00 |
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Henrik Rydgård
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94f16e3b7c
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GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings.
Also wipe the input layout cache on D3D11 on resize.
Fixes #9438.
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2017-03-17 11:26:11 +01:00 |
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Henrik Rydgård
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17a250df7a
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Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
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2017-03-17 10:27:49 +01:00 |
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Henrik Rydgard
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a04e24c300
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Further D3D11 on mobile fixes
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2017-03-05 14:05:04 +01:00 |
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Henrik Rydgard
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9d116505cf
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D3D11: Add a large amounts of asserts
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2017-03-05 10:34:44 +01:00 |
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xebra
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7364dbea3b
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[spline/bezier]Implement hardware tessellation on D3D11.
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2017-03-04 22:53:40 +09:00 |
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Henrik Rydgard
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26a2d42731
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Big mutex overhaul - remove our custom ones, make them non-recursive where possible
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2017-02-28 11:40:29 +01:00 |
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Henrik Rydgard
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8eb668ea59
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D3D11: Enable pixel depth rounding. GL: Fix a crash bug
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2017-02-23 20:40:53 +01:00 |
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Henrik Rydgard
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3713f4e6e6
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D3D11: implement support for logic op blending when available
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2017-02-18 02:14:26 +01:00 |
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Henrik Rydgard
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b807442641
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Fix another resource leak, and fix one of the last leak fixes :P
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2017-02-17 19:41:06 +01:00 |
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Henrik Rydgard
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2fabe3e1c5
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Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
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2017-02-17 19:23:01 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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Henrik Rydgard
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5c918da774
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Minor cleanups (combined two identical enums, misc)
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2017-02-15 11:06:59 +01:00 |
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Henrik Rydgard
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94860b6636
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Additional D3D11 fixes
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2017-02-13 01:38:52 +01:00 |
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Henrik Rydgård
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6033b1ee05
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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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2017-02-12 18:29:58 +01:00 |
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Henrik Rydgård
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cb407a4019
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Minor tweaks
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2017-02-12 16:21:24 +01:00 |
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Henrik Rydgård
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4f2fb10347
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Further D3D11 fixes
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2017-02-12 16:14:14 +01:00 |
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Henrik Rydgård
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bbdb0ee195
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Fix the stencil buffer initialization stuff (not sure it's 100% working et)
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2017-02-12 13:55:49 +01:00 |
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Henrik Rydgård
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6efdde9ea4
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D3D11: Fix build issue in Release mode. Triangle fan workaround.
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2017-02-12 12:12:36 +01:00 |
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Henrik Rydgård
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4fbb537c92
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Assorted D3D11 fixes
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2017-02-12 12:02:13 +01:00 |
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Henrik Rydgard
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3f4e14f504
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D3D11: Lumines is now playable in non-buffered, with reverse colors.
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2017-02-10 11:25:24 +01:00 |
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Henrik Rydgard
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a8dc9360f0
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D3D11: Fix clears
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2017-02-10 10:32:32 +01:00 |
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Henrik Rydgard
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5ee3b534ed
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More D3D11 improvements
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2017-02-10 10:26:18 +01:00 |
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Henrik Rydgard
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a7ea169797
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cube.elf now runs in D3D11 mode, still blackscreen
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2017-02-10 00:07:23 +01:00 |
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Henrik Rydgard
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f9b840dbfd
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More D3D11 progress
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2017-02-10 00:01:56 +01:00 |
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Henrik Rydgard
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01f46e7a5d
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Make the first generated D3D11 shaders compile, fix various warnings
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2017-02-09 15:04:21 +01:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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01e11c6437
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Some mostly empty files for D3D11
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2017-02-08 17:47:07 +01:00 |
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