Lioncash
2cefd16850
primitive_assembly: Mark constructor explicit
...
Prevents any implicit constructions from occurring, given the
constructor isn't a converting constructor.
2020-04-18 20:42:39 -04:00
Lioncash
59bb84b86c
primitive_assembly: Take triangle_handler by reference
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Avoids copying the std::function when we don't need to. Particularly
given the std::function isn't actually stored anywhere, so there's no
need to move it.
2020-04-18 20:40:45 -04:00
Lioncash
e38e79e27e
primitive_assembly: Make use of std::array where applicable
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Same behavior, minus any potential implicit array to pointer decay.
2020-04-18 20:39:07 -04:00
Hamish Milne
d92b3e9754
Code review changes - clarified HTTP serialization
2020-03-28 16:29:15 +00:00
Hamish Milne
7b846ffa98
clang-format fixes
2020-02-13 17:39:15 +08:00
Hamish Milne
050c3bdee5
Serialize primitive_assembly
2020-02-13 17:38:18 +08:00
wwylele
ede0d15fec
video_core/command_processor: attempt accelerate draw in draw trigger
2018-05-14 10:17:36 +03:00
MerryMage
15d14be3cc
primitive_assembly: Add getters for internal state
2018-05-14 10:17:35 +03:00
James Rowe
f61141e86a
Update the entire application to use the new clang format style
2018-03-09 10:54:43 -07:00
wwylele
36981a5aa6
pica/primitive_assembly: Handle winding for GS primitive
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hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
2017-08-19 10:13:20 +03:00
Yuri Kunde Schlesner
8fca90b5d5
VideoCore: Split geometry pipeline regs from Regs struct
2017-02-04 13:59:11 -08:00
Yuri Kunde Schlesner
37a4ea046d
VideoCore: Make PrimitiveAssembler const-correct
2017-01-29 21:31:38 -08:00
Emmanuel Gil Peyrot
ebdae19fd2
Remove empty newlines in #include blocks.
...
This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00
Emmanuel Gil Peyrot
dc8479928c
Sources: Run clang-format on everything.
2016-09-18 09:38:01 +09:00
Yuri Kunde Schlesner
81004211dd
Pica: Improve accuracy of immediate-mode support
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This partially fixes Etrian Odyssey IV.
2016-03-23 20:18:40 -07:00
Dwayne Slater
6b775034dd
Add immediate mode vertex submission
2016-03-02 22:16:38 -05:00
Lioncash
1fa772393b
video_core: Remove unnecessary includes from headers
2015-09-11 00:10:03 -04:00
bunnei
18527b9e21
Shader: Move shader code to its own subdirectory, "shader".
2015-08-15 17:33:42 -04:00
bunnei
642b9b5030
GPU: Refactor "VertexShader" namespace to "Shader".
...
- Also renames "vertex_shader.*" to "shader_interpreter.*"
2015-08-15 17:33:41 -04:00
bunnei
0de6a08d75
Merge pull request #291 from purpasmart96/license
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License change
2014-12-21 16:05:44 -05:00
purpasmart96
ebfd831ccb
License change
2014-12-20 21:20:24 -08:00
Tony Wasserka
cd322e328e
Pica/PrimitiveAssembly: Implement triangle strips.
2014-12-20 18:06:54 +01:00
Tony Wasserka
2f1c129f64
Pica: Consolidate the primitive assembly code in PrimitiveAssembly and GeometryDumper.
2014-08-25 22:03:19 +02:00
Tony Wasserka
9a76a2d061
Pica: Add primitive assembly stage.
2014-08-12 13:48:56 +02:00