Unknown W. Brackets
2f0c8c2877
softgpu: Attempt to implement GE_PROJMAP_UV.
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Looks okay, not sure if it's fully correct.
2013-12-15 11:59:22 -08:00
Unknown W. Brackets
13bf4d83fa
Add memchecks for common HLE copy operations.
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Better to catch some than miss everything.
2013-12-14 14:56:05 -08:00
Henrik Rydgard
d4eee74b54
SoftGPU: Prepare for mipmapping. Getting the uv deltas seems tricky though...
2013-12-10 15:33:59 +01:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
Henrik Rydgård
20873f2985
Remove unnecessary ifdef
2013-12-09 16:53:46 +01:00
raven02
75492719e8
std::bind build fix for VS2012
2013-12-09 21:06:38 +08:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
c6a441965e
Move shared clut check to gstate.
2013-12-08 23:11:56 -08:00
Unknown W. Brackets
cdccf06b62
softgpu: Avoid some ScreenToDrawing() overhead.
2013-12-08 22:38:09 -08:00
Unknown W. Brackets
30394df775
softgpu: Make texture lookups do less math.
2013-12-08 22:37:45 -08:00
Henrik Rydgard
bd1d4e2d92
As if softgpu wasn't slow enough already, implement bilinear filtering.
2013-12-09 01:44:23 +01:00
Unknown W. Brackets
637a9de75d
Optimize out some clear mode checks.
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Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets
598d509fb9
Use multiple threads if available for softgpu.
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VIVA OVERHEAD. But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)
On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Unknown W. Brackets
d227b13f36
softgpu: Advance vertex/index address on prim.
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Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Henrik Rydgård
428b27903b
Merge pull request #4556 from unknownbrackets/ctrl-timing
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Adjust ctrl timing (sample and wake after vblank)
2013-11-18 05:06:58 -08:00
Unknown W. Brackets
7a9fe955f8
softgpu: Only check clear mode once for depthtest.
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Small, small optimization. It's only called outside clear mode.
2013-11-17 19:32:21 -08:00
Unknown W. Brackets
dfadb67ea1
Avoid some operator overloads.
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Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets
1311d71455
softgpu: Fix reversed stencil test funcs.
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LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.
With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets
2db98b8669
softgpu: Don't apply logic op to stencil value.
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Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
438928de40
softgpu: Apply stencil op even when depth disabled.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
5327ce80d5
softgpu: throughmode doesn't disable any tests.
2013-11-10 03:20:59 -08:00
Unknown W. Brackets
5751e0a0a4
softgpu: Simplify color clamping.
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
21deaef35a
Invert gstate.getClearModeColorMask().
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It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
5817684e28
softgpu: Never write alpha, only stencil.
2013-11-10 03:20:57 -08:00
Unknown W. Brackets
be9fe9ad9a
softgpu: Fix stencil read/write in some formats.
2013-11-10 03:20:56 -08:00
Unknown W. Brackets
b62e36e997
Support frameskip in softgpu.
2013-10-27 16:50:03 -07:00
Unknown W. Brackets
98e257c95d
Add GPU cycle estimation to the softgpu.
2013-10-27 15:05:57 -07:00
Henrik Rydgard
f5a63d7d41
Better fix for the UINT_64 define issue on android
2013-10-20 13:52:31 +02:00
Unknown W. Brackets
c1897b9e54
Compare stencil correctly based on bitdepth.
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All sorts of funny rules. See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00
Unknown W. Brackets
b9811c7c97
Use the slow way to get the softgpu texture.
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So that it actually shows what the softgpu is using.
2013-10-07 01:26:48 -07:00
Unknown W. Brackets
5c2d418d95
Read softgpu stencil using existing funcs.
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Slower but at least it's the same.
2013-10-07 01:02:58 -07:00
Unknown W. Brackets
b9453f82ca
Use the full alpha bits for stencil in softgpu.
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It works to increment and set the stencil, so it can't be high bits only.
2013-10-07 01:00:43 -07:00
Unknown W. Brackets
31171cc044
Grab the stencil buffer in softgpu debugging.
2013-10-07 00:50:15 -07:00
Unknown W. Brackets
d49ad5f114
Use an accessor for depth/frame addresses.
2013-10-06 22:17:53 -07:00
Unknown W. Brackets
32f2f045e4
Don't report a loadclut of 0.
2013-10-05 15:41:44 -07:00
Unknown W. Brackets
eae6e87620
Simplify lighting clamping in softgpu.
2013-10-05 13:05:32 -07:00
Unknown W. Brackets
013e3f3be2
Add very basic and slow DXT decoding to softgpu.
2013-10-05 12:25:18 -07:00
Unknown W. Brackets
2eb10c3b3f
Add basic GetCurrentTexture() to softgpu.
2013-10-05 11:37:14 -07:00
Unknown W. Brackets
e79781b1a3
softgpu: Skip the stencil/depth tests in a clear.
2013-09-28 12:15:07 -07:00
Unknown W. Brackets
da1d700904
Attempt to support rendering depth/stencil.
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But no interface yet. I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
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Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets
81e71dd8d7
Add a way to get to the current texture as well.
2013-09-27 22:46:08 -07:00
Henrik Rydgard
424b4cbd5f
Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet)
2013-09-24 14:14:04 +02:00
Unknown W. Brackets
6af44910c1
Add an interface to return the current framebuffer.
2013-09-22 19:03:31 -07:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Henrik Rydgard
82a2f6443d
Oops (last commit)
2013-09-21 21:05:15 +02:00
Henrik Rydgard
34341b0373
Minor optimization in swrast
2013-09-21 21:03:43 +02:00
Henrik Rydgard
48aac7cf9f
Softgpu: Wrap textures in through mode to avoid crashes in texturing.
2013-09-21 20:28:26 +02:00
The Dax
d102baacd0
Prep PPSSPP for Visual Studio 2013.
2013-09-17 10:27:06 -04:00