Henrik Rydgard
56a596d099
Fix line endings in some vcproj.filters files. Should prevent future annoying conflicts, althoug this one is ugly.
2015-04-08 20:58:04 +02:00
Henrik Rydgård
d0b35e88a2
No need to generate a zero register..
2015-04-06 18:13:46 +02:00
Henrik Rydgård
a7b7fedc9f
Cleaup. Add a missing vertex dec func.
2015-04-06 18:13:45 +02:00
Henrik Rydgård
4bd95b0cb7
ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games..
2015-04-06 18:13:45 +02:00
Henrik Rydgård
459ba28655
ARM64: SW skinning runs without crashing but is broken.
2015-04-06 18:13:44 +02:00
Henrik Rydgård
f937b4b74b
ARM64 vtxdec: Basic implementation of the 16-bit color formats
2015-04-06 18:13:43 +02:00
Henrik Rydgård
597595f279
ARM64: Start implementing soft-skinning. Disabled for now, needs work.
2015-04-06 18:13:43 +02:00
Henrik Rydgård
a710abb58b
A bunch more vertex decoder funcs
2015-04-06 18:13:41 +02:00
Henrik Rydgård
fbaffdceab
Remove some outdated comments, minor stuff
2015-04-06 18:13:36 +02:00
Henrik Rydgard
ff758f58ad
ARM64: The Return of the Pointer Truncator - The Movie
2015-04-06 18:13:26 +02:00
Henrik Rydgard
db0fd1042f
Add "Arm64EmitterTest" which can run on startup to play around with instructions.
2015-04-06 18:13:26 +02:00
Henrik Rydgard
1e9fdf08c5
Temporarily disable vertexjit
2015-04-06 18:13:23 +02:00
Henrik Rydgard
5496b3d3b1
ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/
2015-04-06 18:13:20 +02:00
Henrik Rydgard
a12e448fb4
ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube.
2015-04-06 18:13:18 +02:00
Henrik Rydgard
b309c83973
Initial work on ARM64, based on the ARM jit.
2015-04-06 18:13:01 +02:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Henrik Rydgård
79fc557ad1
Merge pull request #7626 from sum2012/GPU-minor
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GPU:Avoid "decimate" the usageFlags corrupted memory
2015-03-23 15:22:08 +01:00
sum2012
3549705195
Use better solution from @Bigpet
2015-03-23 20:29:51 +08:00
Unknown W. Brackets
5fa3bf0eb9
Move the viewport transform to the proj matrix.
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The viewport has an implementation defined maximum size. On some devices,
it's as low as 2048 or 4096.
Tales of Destiny 2, for example, uses a large viewport, which may be
outside this range at 1x or 2x on such devices. This makes it work much
better. It may also have better subpixel precision.
2015-03-22 23:35:24 -07:00
sum2012
433347e3b6
GPU:Do not "decimate" the usageFlags.
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Fix #7625
2015-03-23 07:25:44 +08:00
Henrik Rydgård
cf7115aa17
Merge pull request #7599 from unknownbrackets/texscaling
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Avoid constant reload of frequently changed textures
2015-03-18 18:11:30 +01:00
Unknown W. Brackets
0dda098b2b
Oops, forgot to actually reset vertex shader.
2015-03-15 17:05:23 -07:00
Unknown W. Brackets
d00f6adf11
Avoid querying attrib locations in depal runtime.
2015-03-15 14:44:13 -07:00
Unknown W. Brackets
8f8aeaef77
Improve depal shader failure cases.
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Primarily, this handles lost (e.g. Android sleep) better, in that it
recreates the vertex shader. Previously, this would simply cause all
future depal operations to fail, and to constantly retry compiling and
linking the failed program.
2015-03-15 13:15:16 -07:00
Unknown W. Brackets
7ee9112425
Avoid constant reload of frequently changed tex.
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If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Henrik Rydgård
085ecc0a64
Merge pull request #7591 from unknownbrackets/gpu-framebuf
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Better glInvalidateFramebuffer usage, track usage flags better
2015-03-15 11:18:30 +01:00
Unknown W. Brackets
6b26e1a591
Read pending vertex data before exiting gpu loop.
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Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Unknown W. Brackets
0f38a1f459
Invalidate buffers after using for post shaders.
2015-03-14 16:16:32 -07:00
Unknown W. Brackets
e7b830ff61
Invalidate buffers used for download.
2015-03-14 16:11:20 -07:00
Unknown W. Brackets
d8478255d4
Invalidate temp FBOs each frame.
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These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
7e0489c83e
Keep better track of framebuf usage flags.
2015-03-14 15:21:58 -07:00
Unknown W. Brackets
e45daac41c
Fix a dumb mistake for shader framebuf fetch.
2015-03-14 00:14:59 -07:00
Henrik Rydgård
33b291a36e
Merge pull request #7567 from unknownbrackets/gpu-blend
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Use framebuffer fetch more and on more devices
2015-03-09 22:24:23 +01:00
Henrik Rydgård
9db4c5f34d
Merge pull request #7573 from unknownbrackets/gpu-minor
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Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
f0676b0c85
Optimize color tests against zero.
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They seem to be somewhat common. Speeds up Tales of Phantasia X a bit.
2015-03-08 19:08:21 -07:00
Unknown W. Brackets
534b06d3ff
Correct clearing of texture cache on oom.
2015-03-08 18:38:28 -07:00
Unknown W. Brackets
a82bb31c6f
Decimate the fragtest cache less often.
2015-03-08 18:35:53 -07:00
Unknown W. Brackets
cf7a4ab2cf
Avoid shader id data that doesn't change shader.
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This may reduce shader switches, or more likely at least total # of
shaders, when alpha test settings are changed but alpha test is not
enabled.
2015-03-08 18:28:59 -07:00
Unknown W. Brackets
04eb83002c
Assume lmode does nothing in throughmode.
2015-03-08 18:03:17 -07:00
Unknown W. Brackets
fb071a066d
d3d9: Change vertex attribute logic to match gles.
2015-03-08 18:01:00 -07:00
Unknown W. Brackets
83e4edbc7c
Oops, don't affect hardware transform.
2015-03-08 14:19:44 -07:00
Unknown W. Brackets
c7984dd93e
Use texture stage 3 for the palette, always.
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It's better to keep a stage dedicated to each thing. This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
Unknown W. Brackets
39cb74a8d3
Simplify transform in throughmode/sw (rectangles.)
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This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Unknown W. Brackets
39347efda4
Fix shader blending on ARM devices, oops.
2015-03-08 00:12:29 -08:00
Unknown W. Brackets
eb349a1978
Make sure not to try multiple shader fetch exts.
2015-03-07 22:31:55 -08:00
Unknown W. Brackets
a04af187ea
Fix 16-bit indexed rectangles.
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This was causing us to draw double the rectangles. 8-bit indexed
rectangles are already correct.
2015-03-07 19:52:09 -08:00
Unknown W. Brackets
08a1bb8796
Add support for ARM_shader_framebuffer_fetch.
2015-03-07 16:11:43 -08:00
Unknown W. Brackets
2344760018
Use framebuffer fetch for more accurate blending.
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On devices which support it, framebuffer fetch should give us more correct
blending than copying fbos or using a fallback (such as doubling which may
clamp.)
Not actually tested on any supported device.
2015-03-07 12:09:27 -08:00
Unknown W. Brackets
9c3ccc97a2
Support EXT_shader_framebuffer_fetch.
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We only supported NV_ before. Not tested on any supporting device, but
this is primarily found on PowerVR devices. This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Henrik Rydgård
077eae6255
Merge pull request #7566 from Bigpet/vs2015
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Make compilable under VS2015
2015-03-07 00:16:50 +01:00