| Age | Commit message (Collapse) | Author |
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These are only ever read, but not written to outside of the VertexManager class.
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Much safer as opposed to just returning raw allocated memory.
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Also gets rid of global headers
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They were only called at once, so no need to seperate them.
This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
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It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
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Instead we keep the loaded vertices in CPU memory.
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Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
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Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
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Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
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included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
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