Henrik Rydgard
|
032c340f50
|
Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size."
This reverts commit 0bbb61e5d2 .
|
2017-03-19 12:47:12 +01:00 |
|
Henrik Rydgard
|
0bbb61e5d2
|
Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size.
|
2017-03-19 12:08:21 +01:00 |
|
Henrik Rydgård
|
17a250df7a
|
Always trigger gpu->Resized when exiting GameSettingsScreen.
Strangely, this does NOT help #9438.
|
2017-03-17 10:27:49 +01:00 |
|
Henrik Rydgard
|
700e533622
|
Minor D3D9 cleanups
|
2017-03-02 12:29:23 +01:00 |
|
Henrik Rydgard
|
4538edad14
|
Work towards enabling shader blending on D3D11
|
2017-02-17 12:21:18 +01:00 |
|
Henrik Rydgard
|
94860b6636
|
Additional D3D11 fixes
|
2017-02-13 01:38:52 +01:00 |
|
Henrik Rydgard
|
ba95e0f4d9
|
Initial stab at porting the DX9 backend to D3D11. Not working yet.
|
2017-02-09 13:28:40 +01:00 |
|
Henrik Rydgard
|
41f770d815
|
Move dx_state into gfx/d3d9_state
|
2017-02-05 20:54:24 +01:00 |
|
Henrik Rydgard
|
f00f7d2fb8
|
Remove some dependencies on the pD3DDevice globals
|
2017-02-05 20:36:00 +01:00 |
|
Henrik Rydgard
|
0b3ebbddf4
|
Minor DX9 code cleanup
|
2017-02-05 19:38:52 +01:00 |
|
Henrik Rydgard
|
c3c6a6a2f3
|
Apply the Split/Second fix to DX9 as well.
|
2017-02-04 11:37:24 +01:00 |
|
Henrik Rydgard
|
9c55e1e0de
|
Only enable RAM Clears for the SOCOM games that require it.
Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
|
2017-01-28 10:11:43 +01:00 |
|
Henrik Rydgard
|
e4cb44c243
|
Merge the texture flags into the dirty flags
|
2017-01-24 18:12:20 +01:00 |
|
Henrik Rydgard
|
c289a2c7bf
|
Split TextureChanged into two bools, so we can later convert to dirtyflags
|
2017-01-24 18:12:20 +01:00 |
|
xebra
|
deea258383
|
[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
|
2017-01-23 14:12:03 +01:00 |
|
Henrik Rydgard
|
47283db18f
|
DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224
|
2017-01-21 17:45:53 +01:00 |
|
Henrik Rydgard
|
1dbeca0618
|
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
|
2016-12-20 13:42:54 +01:00 |
|
Henrik Rydgard
|
9d7983eee8
|
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
|
2016-12-20 13:27:44 +01:00 |
|
Unknown W. Brackets
|
f5f9b5227d
|
Tweak 565 buffer clearing.
|
2016-09-18 20:38:19 -07:00 |
|
Unknown W. Brackets
|
ee0bc6c04d
|
Clear memory when clearing drawing.
This should help synchronize block transfers better.
Should improve #8973.
|
2016-09-18 20:38:19 -07:00 |
|
Henrik Rydgard
|
5005e83254
|
Consistency improvements to the memory protect/alloc APIs
|
2016-08-28 12:28:17 +02:00 |
|
Unknown W. Brackets
|
f16f163edf
|
Remove duplicate override.
This is the same function, it was meant to be refactored.
|
2016-05-21 15:45:03 -07:00 |
|
Unknown W. Brackets
|
68717411b1
|
Track when we see a clear indicate a size of a vfb.
|
2016-05-19 21:17:09 -07:00 |
|
Unknown W. Brackets
|
02995ff083
|
Tiny cleanup to indexgen.
|
2016-04-10 02:30:33 -07:00 |
|
Unknown W. Brackets
|
1e0051a792
|
Add support for 32-bit indices.
Not clear how often these are used by games. Let's find out.
|
2016-04-10 02:24:58 -07:00 |
|
Henrik Rydgard
|
d85dce0c21
|
Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
|
2016-04-10 11:03:07 +02:00 |
|
Henrik Rydgard
|
7cb6192005
|
Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
|
2016-04-10 10:31:42 +02:00 |
|