Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Lioncash
64de8a9d0b
D3D: Eliminate redundant ID3D11DeviceChild* casts
2017-09-02 14:45:14 -04:00
Stenzek
4bf5625895
D3D: Uber shader support
2017-07-30 17:43:59 +10:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
degasus
41b0c74e30
VideoCommon: Make dst_alpha state implicit.
2017-01-04 20:02:31 +01:00
Lioncash
2bf05a544d
VertexManager: Correct variable naming scheme
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Altered to indicate regular class members
2016-08-22 20:01:00 -04:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Lioncash
01f99a04a2
VideoBackend: Get rid of a boolean global
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Also gets rid of global headers
2016-01-02 18:03:28 -05:00
Lioncash
f295182833
VideoBackends: Simplify initialization and deinitialization of resources
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00
Tillmann Karras
983978ee66
VideoCommon: flush vertex manager if components change
2015-11-01 22:39:31 +01:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Tillmann Karras
68d204e877
D3D: remove unused variable
2015-01-18 12:59:33 +01:00
Jules Blok
3d9dfad6a2
D3D: Set the geometry shader before every draw call.
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And refactor the VertexManager draw call.
2014-12-18 00:36:50 +01:00
Jules Blok
2850c9a206
VertexManager: Disable culling for lines and points.
2014-12-18 00:36:47 +01:00
Jules Blok
8ae738ff30
VideoCommon: Merge PointGeometryShader into GeometryShaderGen.
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This adds point-width emulation support to OpenGL.
2014-12-15 22:47:43 +01:00
Jules Blok
55e60a9c22
VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
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This adds line-width emulation support to OpenGL.
2014-12-15 22:47:42 +01:00
Jules Blok
382e1c22db
GeometryShaderGen: Support multiple primitive types.
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And make more stereoscopy code optional.
2014-12-15 22:47:41 +01:00
Jules Blok
aa4242fd9c
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
2014-12-14 21:23:20 +01:00
Jules Blok
b406e4e1f2
VideoCommon: Add a separate constants buffer for the geometry shader.
2014-12-14 21:23:13 +01:00
Jules Blok
7c05b9a6d0
D3D: Set the geometry shader for triangle primitives.
2014-12-14 13:28:44 +01:00
Jules Blok
9253bb7d96
D3D: Add geometry shader stereoscopy support.
2014-12-14 13:28:41 +01:00
Jules Blok
d5ebdf7a97
D3D: Add GeometryShaderCache.
2014-12-14 13:28:41 +01:00
Dolphin Bot
971a95aece
Merge pull request #1503 from kayru/d3d_optimization_cache
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D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Yuriy O'Donnell
4392d3cd55
D3D: Fixed StateManager member function name case
2014-12-07 18:45:50 +01:00
Yuriy O'Donnell
0e18e9e80d
D3D: Removed cull mode changes for lines and points
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Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell
6e9226650d
D3D: Implemented context state caching
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This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Rodolfo Bogado
93b4540e19
Add HW bounding Box support to d3d backend
2014-12-05 15:03:24 -03:00
Yuriy O'Donnell
88d11ec5b2
D3D: RestoreState no longer resets PS resources
2014-10-27 00:02:30 +01:00
Yuriy O'Donnell
c35847b795
D3D: Using start index and base vertex instead of buffer offsets
2014-10-26 23:38:14 +01:00
Yuriy O'Donnell
48ba55203b
D3D: Vertex and index data in one buffer
2014-10-26 23:38:14 +01:00
Pierre Bourdon
73f9a22e2e
VertexLoader: Remove global state dependency on g_nativeVertexFmt
2014-07-26 01:35:09 +02:00
degasus
81ed17be53
avoid the extern keyword in .cpp files
2014-07-11 16:10:20 +02:00
degasus
f1ddd3c66a
VideoCommon: remove unused stats
2014-06-27 09:35:26 +02:00
magumagu
1357277f40
Video backends: mass-replace "xfregs" with "xfmem".
2014-05-16 18:58:07 -07:00
Tillmann Karras
d802d39281
clang-modernize -use-nullptr
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Lioncash
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
degasus
1f4219b5b4
move perfquery enable checks into videocommon (caller side)
2014-02-15 11:33:43 +01:00
degasus
e5318d2624
move shared parts from VertexManager::vFlush into VideoCommon
2014-02-15 11:33:43 +01:00
degasus
1ff681a412
D3D: move streaming buffer fallback into D3D backend
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Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
2014-01-23 15:27:18 +01:00
degasus
ebbf1d392b
VideoCommon: merge trivial parts of VertexManager::Flush
2014-01-21 10:47:00 +01:00
degasus
6b01839525
VideoCommon: merge triangle+list+point index buffers
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We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.
This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
2014-01-17 16:34:53 +01:00
degasus
5e5db9fbc6
VideoCommon: cleanup of "components" usage
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This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
Jasper St. Pierre
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00