Unknown W. Brackets
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f44852bb18
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Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
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2022-12-10 21:13:36 -08:00 |
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Henrik Rydgård
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331d024a8c
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Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
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2022-12-01 19:15:38 +01:00 |
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Henrik Rydgård
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70d1d8fa07
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Replace the "GetCurrentStepId"-based state invalidation with callbacks
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2022-11-24 10:52:42 +01:00 |
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Unknown W. Brackets
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6c36f03a0d
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GPU: Purify vertTypeIsSkinningEnabled().
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2022-11-06 08:40:54 -08:00 |
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Henrik Rydgård
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c846c2dfa8
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Remove confusing resetFramebufferRead flag from secondary framebuffer binding
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2022-09-03 14:48:07 +02:00 |
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Unknown W. Brackets
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2479d52202
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Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
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2022-01-30 16:35:33 -08:00 |
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Henrik Rydgård
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3d289594f9
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ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.
This exposes that some logic is wrong...
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2020-11-08 12:54:05 +01:00 |
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Henrik Rydgård
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3d0630c04a
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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3d36049b65
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Rename shader generator functions, a bit of moving around and adding an errorString param.
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2020-10-21 23:20:25 +02:00 |
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Henrik Rydgård
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886a8b1ac6
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Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
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2020-10-05 21:05:23 +02:00 |
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Unknown W. Brackets
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15c25be42b
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GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
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2020-08-27 20:37:49 -07:00 |
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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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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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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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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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xebra
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4fab160e19
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[spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
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2018-06-27 01:10:36 +09:00 |
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Henrik Rydgård
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feb4694acc
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Unify DispatchSubmitPrim as much as possible
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2018-02-26 11:33:17 +01:00 |
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Henrik Rydgård
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23980065ba
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Unify all the DrawEngine::SubmitPrim
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2018-02-26 11:07:30 +01:00 |
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Unknown W. Brackets
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0dee041002
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D3D11: Change state caches to DenseHashMaps.
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2017-12-02 18:55:02 -08:00 |
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Henrik Rydgård
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713afdfe49
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Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
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2017-11-19 12:39:09 +01:00 |
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Henrik Rydgård
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35437e6b62
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Kill off more unused duplicate code
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2017-11-13 16:50:45 +01:00 |
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Henrik Rydgård
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4a09289056
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D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
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2017-11-13 12:26:52 +01:00 |
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Unknown W. Brackets
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9cf17d9288
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D3D11: Clear input layouts on shader clear.
When we do clear shaders, make sure to also clear input layouts so we
don't have corrupt keys.
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2017-11-11 08:11:10 -08:00 |
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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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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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10cebb4195
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32-bit buildfix
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2017-08-20 15:33:53 +02:00 |
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Henrik Rydgård
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e0e13e191f
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Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
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2017-08-20 11:30:19 +02:00 |
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Henrik Rydgård
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5e788ffadf
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Implement vertex caching for Vulkan.
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2017-08-17 11:22:45 +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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Henrik Rydgård
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0f4e064053
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Remove unused methods
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2017-05-18 12:41:18 +02:00 |
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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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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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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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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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061685678d
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State management fixes. DBZ toon shader effect now works.
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2017-02-17 17:34:21 +01:00 |
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Henrik Rydgard
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08d173ceee
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Unify ApplyShaderBlending
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2017-02-17 12:21:27 +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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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 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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9a6f3ccfad
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D3D11: Fix depth state
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2017-02-10 00:37:56 +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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