Commit graph

11 commits

Author SHA1 Message Date
Henrik Rydgard
56814ad52d SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
Was already fixed on ARM64.
2015-10-25 00:51:47 +02:00
Henrik Rydgard
6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Henrik Rydgard
8107cb4423 Hopefully this will help issue #7969 2015-10-04 10:08:20 +02:00
Unknown W. Brackets
dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets
31106d063c Fix MSVC 2015 highlighting for ARM/ARM64. 2015-09-13 10:02:55 -07:00
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5c233fa545 Add initial decoding check for uv bounds. 2015-09-13 10:00:33 -07:00
Henrik Rydgård
a7b7fedc9f Cleaup. Add a missing vertex dec func. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
459ba28655 ARM64: SW skinning runs without crashing but is broken. 2015-04-06 18:13:44 +02:00
Henrik Rydgard
a12e448fb4 ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube. 2015-04-06 18:13:18 +02:00
Henrik Rydgard
0727df6f0a Jit the most common of the "ToFloat" texcoord conversions 2014-09-12 02:00:33 +02:00
Henrik Rydgard
37e3cf362f Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
Renamed from GPU/GLES/VertexDecoderArm.cpp (Browse further)