| Age | Commit message (Collapse) | Author |
|
|
|
|
|
Instead we keep the loaded vertices in CPU memory.
|
|
Also:
* Implement support for per-vertex PosMatrixIndex
* Only update zslope constant once when zfreeze is activated.
* Added a bunch of comments.
|
|
|
|
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.)
|
|
|
|
|
|
We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.
The idea is stolen from galop1n.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
every vertex and use this for position
atm, position attribute is hardcoded both in VertexLoader and in backends.
v2: fix coding style + cleanup lookup table
|
|
|
|
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.
|
|
|