Unknown W. Brackets
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68717411b1
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Track when we see a clear indicate a size of a vfb.
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2016-05-19 21:17:09 -07:00 |
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Unknown W. Brackets
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915ff42a9a
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Detect clears even when outside scissor.
Verified that scissor affects clears as well. This allows a clear to be
detected in Katamari Damacy.
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2016-05-19 20:37:29 -07:00 |
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Henrik Rydgard
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51bcb02921
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Minor vulkan updates to match the latest SDK/validator
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2016-05-14 16:29:40 +02:00 |
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Henrik Rydgård
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2c84411426
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Merge pull request #8720 from unknownbrackets/tex-range
Move texture decode/hash to after vertex decode
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2016-05-07 22:15:19 +02:00 |
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Henrik Rydgård
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98f2ceed59
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Merge pull request #8723 from unknownbrackets/tex-replace
Avoid scheduling a rescale when scaling is off for the texture
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2016-05-07 09:37:42 +02:00 |
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Unknown W. Brackets
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4b89f44d1c
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Avoid scheduling a rescale when scaling is off.
This happens for PPGe and kernel textures, and replacements. Before, we
would continually reload, trying to scale, but each time decide not to
scale.
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2016-05-06 19:58:01 -07:00 |
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Unknown W. Brackets
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4650a288cd
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Vulkan: Fix auto tex scaling reload.
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2016-05-06 19:54:50 -07:00 |
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Unknown W. Brackets
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844d96f055
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Vulkan: Free allocator safely on exit.
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2016-05-06 19:52:46 -07:00 |
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Unknown W. Brackets
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5eb66fe167
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Vulkan: Allocate more image samplers by default.
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2016-05-06 19:51:03 -07:00 |
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Unknown W. Brackets
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53535558f8
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Vulkan: Move texture hash/decode after vtx decode.
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2016-05-01 17:42:08 -07:00 |
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Unknown W. Brackets
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ffef628667
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Vulkan: Move ApplyTexture after vert decode.
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2016-05-01 17:39:29 -07:00 |
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Unknown W. Brackets
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f1dda6a53d
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d3d9: Move texture hashing after vertex decode.
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2016-05-01 16:20:05 -07:00 |
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Unknown W. Brackets
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4ce02e0920
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Fix a couple more bugs in texture build.
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2016-05-01 13:42:06 -07:00 |
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Unknown W. Brackets
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bfe23361cd
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Update maxSeenV earlier.
Now, the initial fullhash is already on the correct range.
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2016-05-01 13:26:12 -07:00 |
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Unknown W. Brackets
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6bd86f462d
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Move texture hashing to end of texture apply.
This might also make it more possible to do it on a thread, but it's
likely still too quick.
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2016-05-01 13:24:53 -07:00 |
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Unknown W. Brackets
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fbef79826b
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Oops, correct replaceImages.
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2016-05-01 13:22:53 -07:00 |
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Unknown W. Brackets
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bce5c74dbf
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Refactor out texture rehash check.
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2016-05-01 13:11:35 -07:00 |
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Unknown W. Brackets
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82c1eaad65
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Let's not overuse nextTexture_.
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2016-05-01 13:03:40 -07:00 |
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Unknown W. Brackets
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1a26699607
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Refactor texture loading to move things around.
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2016-05-01 11:17:55 -07:00 |
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Unknown W. Brackets
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2e1986d0c8
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Fix a few reorder warnings.
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2016-05-01 09:50:03 -07:00 |
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Unknown W. Brackets
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c20075b0e0
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Pass video info to texture replacements.
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2016-05-01 08:54:43 -07:00 |
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Unknown W. Brackets
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f5b93bc6f0
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Remove global num videos hack.
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2016-05-01 08:53:48 -07:00 |
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Unknown W. Brackets
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99d29356d7
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Track video addresses in texture cache.
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2016-05-01 08:39:18 -07:00 |
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Unknown W. Brackets
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23ab2cd187
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Vulkan: Correct check alpha.
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2016-05-01 00:30:54 -07:00 |
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Unknown W. Brackets
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f26c0328da
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Check alpha when loading replaced textures.
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2016-05-01 00:30:53 -07:00 |
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Unknown W. Brackets
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e1fd6b6f21
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Account for scaleFactor when saving clipped PNG.
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2016-05-01 00:30:50 -07:00 |
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Unknown W. Brackets
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7528605d3d
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Correct loading replaced upscaled textures.
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2016-05-01 00:30:49 -07:00 |
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Unknown W. Brackets
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9ffc717de1
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Properly save 16-bit textures for replacements.
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2016-05-01 00:30:47 -07:00 |
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Unknown W. Brackets
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0c357c0ea3
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Pass w/h in for replacement lookup.
So we can scale the w/h properly.
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2016-05-01 00:30:44 -07:00 |
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Unknown W. Brackets
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f039259a1a
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Use a same-everywhere quick hash for now.
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2016-05-01 00:30:43 -07:00 |
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Unknown W. Brackets
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d6e5df6f21
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Save individual mip levels.
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2016-05-01 00:30:41 -07:00 |
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Unknown W. Brackets
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565653c77b
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Save and load textures using full key.
Of course, need this, not just the hash.
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2016-05-01 00:30:40 -07:00 |
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Unknown W. Brackets
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9039dd606f
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Move TextureReplacer to Core.
Probably makes more sense here after all.
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2016-05-01 00:30:40 -07:00 |
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Unknown W. Brackets
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5dbc2b9267
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Initial support for saving textures to PNGs.
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2016-04-30 15:03:39 -07:00 |
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Unknown W. Brackets
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cf53948cf6
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Implement some initial hashing so it's not broken.
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2016-04-30 14:19:23 -07:00 |
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Unknown W. Brackets
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c4e98433b8
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Add config to save or load replaced textures.
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2016-04-30 14:05:03 -07:00 |
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Unknown W. Brackets
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bf39e61458
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Setup initial structure for texture replacements.
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2016-04-30 13:44:31 -07:00 |
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Henrik Rydgård
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259c696a35
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Merge pull request #8690 from unknownbrackets/spline
Minor spline and bezier accuracy improvements
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2016-04-24 09:33:35 +02:00 |
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Unknown W. Brackets
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ebce8d2753
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Don't convert to float with prescale off.
Since we assume we need to normalize, it seems.
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2016-04-16 19:00:34 -07:00 |
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Unknown W. Brackets
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ff802a983a
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vertexjit: Implement x86 tc morph decoding.
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2016-04-16 18:38:08 -07:00 |
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Unknown W. Brackets
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614665068a
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Implement morphing for texcoords.
Tests show that this can be used.
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2016-04-16 18:38:06 -07:00 |
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Unknown W. Brackets
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a0397bce4c
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Hopefully fix prescale in remasters.
Don't actually have a remaster to test, though.
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2016-04-13 23:15:41 -07:00 |
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Unknown W. Brackets
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9224eb375f
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Correct bezier handling for 0 division.
This should still be drawn and treated as 1.
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2016-04-10 17:53:50 -07:00 |
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Unknown W. Brackets
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0cd44e838b
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Allow spline subdivisions below 2.
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2016-04-10 17:33:34 -07:00 |
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Unknown W. Brackets
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b1f0d4869c
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Advance pointers after drawing splines.
Tests show this is just like beziers.
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2016-04-10 17:12:48 -07:00 |
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Unknown W. Brackets
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d920ffdcad
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Ignore upper bits of prim type.
This matches tests on what hardware does.
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2016-04-10 13:11:55 -07:00 |
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Unknown W. Brackets
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e95b2cf0d5
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Reduce some repetitive code.
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2016-04-10 13:07:08 -07:00 |
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Unknown W. Brackets
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868bbb8ebe
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Advance vertex/index pointers on bezier submit.
Just like other primitives.
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2016-04-10 12:59:06 -07:00 |
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Unknown W. Brackets
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808c807448
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Allow tessellation with less than a 4 factor.
Per tests on real hardware, this is allowed. It works fine without the
clamping and matches the result on hardware.
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2016-04-10 12:10:15 -07:00 |
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Unknown W. Brackets
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277b76e2ae
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Treat GE_PATCHPRIM_UNKNOWN as points.
Confirmed by tests on hardware - although it's doubtful any games use
this type.
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2016-04-10 11:58:15 -07:00 |
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