3196 Commits

Author SHA1 Message Date
Henrik Rydgård
9db4c5f34d Merge pull request #7573 from unknownbrackets/gpu-minor
Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
f0676b0c85 Optimize color tests against zero.
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.
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.
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.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Unknown W. Brackets
a04af187ea Fix 16-bit indexed rectangles.
This was causing us to draw double the rectangles.  8-bit indexed
rectangles are already correct.
2015-03-07 19:52:09 -08:00
Henrik Rydgård
077eae6255 Merge pull request #7566 from Bigpet/vs2015
Make compilable under VS2015
2015-03-07 00:16:50 +01:00
Peter Tissen
3ada988740 capture by value, since the dispatch seems asynchronous 2015-03-06 22:10:10 +01:00
Peter Tissen
f5795a68a7 Make compilable under VS2015 2015-03-06 21:09:45 +01:00
Unknown W. Brackets
98d7afae89 Switch to #pragma once in a few places.
Doesn't really affect git history much to change these.
2015-03-02 22:34:51 -08:00
Unknown W. Brackets
818627801d 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.
2015-03-01 18:35:28 -08:00
Henrik Rydgård
c0450f7f9e Merge pull request #6920 from hrydgard/dx9-depal
Dx9 depal - needs debugging before merge
2015-03-01 21:04:36 +01:00
Unknown W. Brackets
d4e74e6998 d3d9: Clarify a comment. 2015-03-01 11:47:39 -08:00
Unknown W. Brackets
105087d367 dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
3bc954778c dx9: Explicitly restore viewport after depal.
Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
bda6f0a4b8 dx9: Reset more state before depal draw.
Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard
869f74d1b0 Depal: Apply the half-pixel offset that looked the least wrong. Still not right. 2015-03-01 11:28:04 -08:00
Unknown W. Brackets
7b76f7ae60 d3d: Fix depal flipping and negative z. 2015-03-01 11:28:04 -08:00
Unknown W. Brackets
1dfecbf2b8 d3d: Actually upload the clut texture. 2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c DX9: Hook up the depalettize code. Doesn't work yet though. 2015-03-01 11:24:45 -08:00
Henrik Rydgard
13bf0acd28 DX9: Add DepalettizeShader manager (not hooked up, so untested) 2015-03-01 11:16:56 -08:00
Henrik Rydgard
0c9f541a43 Move depalettize-shader generator to Common 2015-03-01 11:15:27 -08:00
Unknown W. Brackets
383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -08:00
Chin
37f50a3792 Change to pass some arguments by reference 2015-03-01 16:49:00 +01:00
Henrik Rydgard
69e099e615 Fix #6398 for DX9 as well 2015-03-01 16:15:13 +01:00
Henrik Rydgard
aeb03d1bc9 Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Henrik Rydgård
723d7c224d Merge pull request #7449 from unknownbrackets/xbrz-update
Update to xBRZ 1.2, with its perf improvements
2015-03-01 12:17:15 +01:00
Unknown W. Brackets
b25c2de369 Allow block transfers from 0 that are too tall.
Hopefully this is safe.
2015-02-28 01:28:53 -08:00
Unknown W. Brackets
7379d37e73 Bail on bad verts after grabbing byte increment. 2015-02-28 01:28:30 -08:00
Unknown W. Brackets
6294ecf64b Prevent GE debugger crash on bad vertex addr. 2015-02-27 20:45:21 -08:00
Henrik Rydgård
d990221849 Merge pull request #7509 from unknownbrackets/gpu-minor
Correct full alpha for render-to-texture
2015-02-26 21:56:57 +01:00
Henrik Rydgård
3bf86dc340 Merge pull request #7513 from unknownbrackets/spline-minor
Improve spline performance
2015-02-26 21:56:31 +01:00
Henrik Rydgård
0d69576810 Merge pull request #7515 from unknownbrackets/gpu-minor2
For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets
945ff359b2 Detect SSE4.1 support better when compiling. 2015-02-25 19:53:31 -08:00
Unknown W. Brackets
647e841959 Use SSE in spline value generation too. 2015-02-25 19:51:10 -08:00
Unknown W. Brackets
588efa5a71 Use SSE4.1, if available, for spline normals. 2015-02-25 19:28:52 -08:00
Unknown W. Brackets
f070d6f5ed Use SSE when generating spline normals. 2015-02-25 19:22:48 -08:00
Henrik Rydgård
1170331b53 Merge pull request #7520 from unknownbrackets/gpu-blend
Avoid using constant color when blending
2015-02-23 20:18:09 +01:00
Unknown W. Brackets
a3342a72d7 Fix copy/paste mistake from 808eeb3a25.
I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets
b5126f7236 Use ONE/ZERO in place of CONSTANT_ALPHA if okay. 2015-02-23 09:58:46 -08:00
Unknown W. Brackets
3ff51588f7 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.
2015-02-23 08:37:00 -08:00
Henrik Rydgård
f2cde73587 Merge pull request #7519 from thedax/d3d9-hack
Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
2015-02-23 11:17:36 +01:00
The Dax
7104629b24 Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Unknown W. Brackets
29e6197e6f Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
2015-02-22 21:04:48 -08:00
Unknown W. Brackets
9d5ae2b336 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.
2015-02-22 19:11:11 -08:00