Henrik Rydgård
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9db4c5f34d
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Merge pull request #7573 from unknownbrackets/gpu-minor
Small optimizations to software transform
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2015-03-09 09:59:45 +01:00 |
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Unknown W. Brackets
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f0676b0c85
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Optimize color tests against zero.
They seem to be somewhat common. Speeds up Tales of Phantasia X a bit.
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2015-03-08 19:08:21 -07:00 |
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Unknown W. Brackets
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534b06d3ff
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Correct clearing of texture cache on oom.
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2015-03-08 18:38:28 -07:00 |
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Unknown W. Brackets
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a82bb31c6f
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Decimate the fragtest cache less often.
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2015-03-08 18:35:53 -07:00 |
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Unknown W. Brackets
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cf7a4ab2cf
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Avoid shader id data that doesn't change shader.
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.
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2015-03-08 18:28:59 -07:00 |
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Unknown W. Brackets
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04eb83002c
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Assume lmode does nothing in throughmode.
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2015-03-08 18:03:17 -07:00 |
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Unknown W. Brackets
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fb071a066d
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d3d9: Change vertex attribute logic to match gles.
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2015-03-08 18:01:00 -07:00 |
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Unknown W. Brackets
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83e4edbc7c
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Oops, don't affect hardware transform.
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2015-03-08 14:19:44 -07:00 |
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Unknown W. Brackets
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c7984dd93e
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Use texture stage 3 for the palette, always.
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.
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2015-03-08 13:13:04 -07:00 |
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Unknown W. Brackets
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39cb74a8d3
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Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
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2015-03-08 13:12:13 -07:00 |
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Unknown W. Brackets
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a04af187ea
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Fix 16-bit indexed rectangles.
This was causing us to draw double the rectangles. 8-bit indexed
rectangles are already correct.
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2015-03-07 19:52:09 -08:00 |
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Henrik Rydgård
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077eae6255
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Merge pull request #7566 from Bigpet/vs2015
Make compilable under VS2015
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2015-03-07 00:16:50 +01:00 |
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Peter Tissen
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3ada988740
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capture by value, since the dispatch seems asynchronous
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2015-03-06 22:10:10 +01:00 |
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Peter Tissen
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f5795a68a7
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Make compilable under VS2015
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2015-03-06 21:09:45 +01:00 |
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Unknown W. Brackets
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98d7afae89
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Switch to #pragma once in a few places.
Doesn't really affect git history much to change these.
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2015-03-02 22:34:51 -08:00 |
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Unknown W. Brackets
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818627801d
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Fix newlines in old merge, oops.
This is now showing up in git because I touched it, and it's got the wrong
newlines. Just making it go away.
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2015-03-01 18:35:28 -08:00 |
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Henrik Rydgård
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c0450f7f9e
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Merge pull request #6920 from hrydgard/dx9-depal
Dx9 depal - needs debugging before merge
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2015-03-01 21:04:36 +01:00 |
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Unknown W. Brackets
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d4e74e6998
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d3d9: Clarify a comment.
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2015-03-01 11:47:39 -08:00 |
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Unknown W. Brackets
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105087d367
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dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
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2015-03-01 11:28:06 -08:00 |
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Unknown W. Brackets
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3bc954778c
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dx9: Explicitly restore viewport after depal.
Otherwise, it doesn't get restored.
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2015-03-01 11:28:06 -08:00 |
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Unknown W. Brackets
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bda6f0a4b8
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dx9: Reset more state before depal draw.
Was alpha blending before.
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2015-03-01 11:28:05 -08:00 |
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Henrik Rydgard
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869f74d1b0
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Depal: Apply the half-pixel offset that looked the least wrong. Still not right.
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2015-03-01 11:28:04 -08:00 |
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Unknown W. Brackets
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7b76f7ae60
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d3d: Fix depal flipping and negative z.
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2015-03-01 11:28:04 -08:00 |
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Unknown W. Brackets
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1dfecbf2b8
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d3d: Actually upload the clut texture.
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2015-03-01 11:27:28 -08:00 |
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Henrik Rydgard
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78190f3e8c
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DX9: Hook up the depalettize code. Doesn't work yet though.
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2015-03-01 11:24:45 -08:00 |
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Henrik Rydgard
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13bf0acd28
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DX9: Add DepalettizeShader manager (not hooked up, so untested)
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2015-03-01 11:16:56 -08:00 |
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Henrik Rydgard
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0c9f541a43
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Move depalettize-shader generator to Common
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2015-03-01 11:15:27 -08:00 |
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Unknown W. Brackets
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383f894db7
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d3d9: Make blending more like GL's recent changes.
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2015-03-01 10:31:43 -08:00 |
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Chin
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37f50a3792
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Change to pass some arguments by reference
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2015-03-01 16:49:00 +01:00 |
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Henrik Rydgard
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69e099e615
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Fix #6398 for DX9 as well
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2015-03-01 16:15:13 +01:00 |
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Henrik Rydgard
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aeb03d1bc9
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Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
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2015-03-01 15:33:34 +01:00 |
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Henrik Rydgård
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723d7c224d
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Merge pull request #7449 from unknownbrackets/xbrz-update
Update to xBRZ 1.2, with its perf improvements
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2015-03-01 12:17:15 +01:00 |
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Unknown W. Brackets
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b25c2de369
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Allow block transfers from 0 that are too tall.
Hopefully this is safe.
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2015-02-28 01:28:53 -08:00 |
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Unknown W. Brackets
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7379d37e73
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Bail on bad verts after grabbing byte increment.
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2015-02-28 01:28:30 -08:00 |
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Unknown W. Brackets
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6294ecf64b
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Prevent GE debugger crash on bad vertex addr.
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2015-02-27 20:45:21 -08:00 |
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Henrik Rydgård
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d990221849
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Merge pull request #7509 from unknownbrackets/gpu-minor
Correct full alpha for render-to-texture
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2015-02-26 21:56:57 +01:00 |
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Henrik Rydgård
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3bf86dc340
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Merge pull request #7513 from unknownbrackets/spline-minor
Improve spline performance
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2015-02-26 21:56:31 +01:00 |
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Henrik Rydgård
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0d69576810
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Merge pull request #7515 from unknownbrackets/gpu-minor2
For 5551 buffers, force stencil mask to 1/0
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2015-02-26 21:56:19 +01:00 |
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Unknown W. Brackets
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945ff359b2
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Detect SSE4.1 support better when compiling.
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2015-02-25 19:53:31 -08:00 |
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Unknown W. Brackets
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647e841959
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Use SSE in spline value generation too.
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2015-02-25 19:51:10 -08:00 |
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Unknown W. Brackets
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588efa5a71
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Use SSE4.1, if available, for spline normals.
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2015-02-25 19:28:52 -08:00 |
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Unknown W. Brackets
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f070d6f5ed
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Use SSE when generating spline normals.
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2015-02-25 19:22:48 -08:00 |
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Henrik Rydgård
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1170331b53
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Merge pull request #7520 from unknownbrackets/gpu-blend
Avoid using constant color when blending
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2015-02-23 20:18:09 +01:00 |
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Unknown W. Brackets
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a3342a72d7
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Fix copy/paste mistake from 808eeb3a25.
I'm pretty sure this was not intentional.
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2015-02-23 11:06:44 -08:00 |
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Unknown W. Brackets
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b5126f7236
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Use ONE/ZERO in place of CONSTANT_ALPHA if okay.
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2015-02-23 09:58:46 -08:00 |
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Unknown W. Brackets
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3ff51588f7
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Avoid using constant color when blending.
If it's just ONE/ZERO or etc., we can keep those constants. May be
faster, and apparently less buggy in some drivers.
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2015-02-23 08:37:00 -08:00 |
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Henrik Rydgård
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f2cde73587
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Merge pull request #7519 from thedax/d3d9-hack
Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
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2015-02-23 11:17:36 +01:00 |
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The Dax
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7104629b24
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Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
It seems to work fine for me..
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2015-02-23 04:42:04 -05:00 |
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Unknown W. Brackets
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29e6197e6f
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Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
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2015-02-22 21:04:48 -08:00 |
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Unknown W. Brackets
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9d5ae2b336
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For 5551 buffers, force stencil mask to 1/0.
4444 it would also be ideal to spread the bits, but that gets a bit
complicated. 5650 probably doesn't matter.
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2015-02-22 19:11:11 -08:00 |
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