Commit Graph

44 Commits

Author SHA1 Message Date
Henrik Rydgard
0c9f541a43 Move depalettize-shader generator to Common 2015-03-01 11:15:27 -08:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
7faddd6100 Consolidate the two TextureScaler copies into one.
Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Unknown W. Brackets
71e310aff8 d3d: Initial attempt to upload stencil. 2014-09-14 02:21:41 -07:00
Henrik Rydgard
a4ae0f951a Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00
Henrik Rydgard
4212bbb51e Cleanup SoftwareTransform a bit more 2014-09-13 13:15:18 +02:00
Henrik Rydgard
37e3cf362f Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
Henrik Rydgard
1f9c1719e3 Delete the DX9 vertex decoder, use the "GL" one instead (now common) 2014-09-12 02:00:32 +02:00
Unknown W. Brackets
8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
Unknown W. Brackets
94c1271761 Add an experiment with using a texture for tests.
Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets
089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Henrik Rydgard
8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
2c204e8028 Update project to MSVC 2013 tools.
Retaining XP support, using SDK 7.1a (v120_xp.)  Disables SSE2 flag on x64
since it's implied and causes compile warnings.
2014-02-08 13:41:28 -08:00
Unknown W. Brackets
4bc86afd5e Adjust some project filters. 2013-12-14 22:36:41 -08:00
Henrik Rydgard
acb3994172 Split VertexDecoder into files for ARM and x86, got too large. 2013-11-24 15:58:15 +01:00
Henrik Rydgård
ab3fe9ba86 Extract the software transform code into its own file. 2013-11-13 14:56:34 +01:00
Unknown W. Brackets
4d47ccd5df Add a NEON version of the tex hash.
Should be used only for NEON devices.  Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
danyalzia
79d2710dad Move PostShader.* under the "Common" filters 2013-10-15 15:37:19 +05:00
Unknown W. Brackets
dc91bf2ca3 Move GPU debug step/pause/messages out of Windows/. 2013-10-12 10:03:31 -07:00
Unknown W. Brackets
c8d2c45590 Move GE debugger breakpoints out of Windows/ code. 2013-10-12 10:03:28 -07:00
Henrik Rydgard
e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard
4cba4efbba Try to fix scaling of generated UV texcoords on splines. 2013-09-24 14:14:05 +02:00
Unknown W. Brackets
eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Unknown W. Brackets
f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
Unknown W. Brackets
f55b6a0dbc Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite.  Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
Unknown W. Brackets
10f344db2d Fix bad filter. 2013-08-24 09:51:45 -07:00
Henrik Rydgard
772f9cc585 Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00
Tony Wasserka
a013aad6f1 softgpu: Fix incorrect depth buffer write base address.
softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00
Tony Wasserka
bfd9266b51 softgpu: Add support for ambient lighting. 2013-08-16 23:48:58 +02:00
Tony Wasserka
2aff3a8575 softgpu: Move clipping code to a separate file. 2013-08-16 23:48:56 +02:00
Tony Wasserka
142f2a3688 softgpu: Move triangle rasterization code to a new file. 2013-08-16 23:48:54 +02:00
Tony Wasserka
1430ca3e73 softgpu: Add transform pipeline functionality. 2013-08-16 23:48:52 +02:00
Tony Wasserka
19c6fedb79 Copy NullGpu to SoftGpu. 2013-08-16 23:48:52 +02:00
Peter Thoman
5e918a644f Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
Florent Castelli
6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
Henrik Rydgard
ea07c14c4c Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance. 2012-12-21 22:53:24 +01:00
Florent Castelli
56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
85d5cfd8c4 Add more proper "Null" GPU 2012-11-06 17:05:27 +01:00
Henrik Rydgard
4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00