14214 Commits

Author SHA1 Message Date
Ced2911
ace1e71456 [Misc] Windows fixes
Conflicts:
	GPU/Directx9/TransformPipelineDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
	GPU/Directx9/helper/fbo.cpp
	GPU/Directx9/helper/global.cpp
2014-08-24 10:17:11 +02:00
Henrik Rydgard
dcd8753ee1 Cherry-pick a tiny part of cf41d2af29633146e5b07c8851382efe72491091 2014-08-24 09:56:01 +02:00
Ced2911
d4adc3abb8 [dx9] don't do alpha test in pixel shader, use state mapping
hrydgard: Cleaned up a bit, disabled by default

Conflicts:
	GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Henrik Rydgård
5d836bfa5a Merge pull request #6765 from hrydgard/thin3d
Switch UI drawing from GL to Thin3D. This activates the D3D9 path as well.
2014-08-23 10:52:21 +02:00
Henrik Rydgard
7ae886afa9 Update native 2014-08-23 10:51:47 +02:00
Henrik Rydgard
308b13fdf0 Set the right ortho matrix for the backend (although doesn't seem to matter too much for 2D) 2014-08-23 10:49:40 +02:00
Henrik Rydgard
e01a97649a Merge branch 'thin3d' of github.com:hrydgard/ppsspp into thin3d 2014-08-23 10:48:03 +02:00
Henrik Rydgard
4231af2c0f Disable OpenGL debug log output 2014-08-23 10:47:32 +02:00
Henrik Rydgård
2faf15f2e6 Merge pull request #6767 from unknownbrackets/thin3d
Buildfix Linux
2014-08-23 10:44:06 +02:00
Henrik Rydgård
b7da82eebb Merge pull request #6762 from unknownbrackets/fpu-rounding
Handle fpu rounding mode at least in jits
2014-08-23 10:43:22 +02:00
Henrik Rydgard
7f4758baae Provide more info to thin3d d3d init 2014-08-23 10:20:57 +02:00
Unknown W. Brackets
0bed77ed0d Buildfix Linux. 2014-08-23 01:20:26 -07:00
Henrik Rydgard
0f973a3276 Get it running on Android again 2014-08-23 09:48:08 +02:00
Unknown W. Brackets
e9b5e6f277 armjit: Maintain rounding mode throughout jit. 2014-08-22 19:57:50 -07:00
Henrik Rydgard
1556234825 Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc. 2014-08-23 01:52:46 +02:00
Henrik Rydgard
a758917919 D3d cleanups and improvements 2014-08-22 22:16:46 +02:00
Henrik Rydgard
00d5793f7d D3D9: Don't crash on bad vertex formats. 2014-08-22 21:27:27 +02:00
Henrik Rydgard
e2ecbb7a4d Convert more UI code to Thin3D 2014-08-22 20:55:18 +02:00
Henrik Rydgard
e539c7009f Hook up DX9 backend. Not really working though, it seems. 2014-08-22 20:55:12 +02:00
Henrik Rydgard
92c3775d95 Start hooking up D3D 2014-08-22 20:55:04 +02:00
Henrik Rydgard
808f05da89 (Partially) slip thin3d underneath DrawBuffer. 2014-08-22 20:54:53 +02:00
Unknown W. Brackets
925557ed47 x86jit: Maintain the rounding mode always.
This should be less often than doing it per block that uses fpu, unless
the game doesn't use fpu much at all.
2014-08-22 09:53:00 -07:00
Henrik Rydgård
f8a4236d58 Merge pull request #6679 from unknownbrackets/gpu-blend
Handle doubled alpha blending using premultiplication
2014-08-22 10:06:24 +02:00
Unknown W. Brackets
fb6b3f94bb Add a frontend option for GEB saves.
May also affect performance, so can be disabled for that.
2014-08-22 00:35:02 -07:00
Unknown W. Brackets
1fcbb7bbd4 armjit: Respect the rounding mode for mul/etc. 2014-08-22 00:32:01 -07:00
Unknown W. Brackets
ab13b36484 x86jit: Implement cvt.w.s.
Not really used that often, anyway, but easy enough and good for testing
that we set the rounding mode correctly.
2014-08-22 00:01:06 -07:00
Unknown W. Brackets
dc91dc1ce8 x86jit: Support fpu rounding modes for mul, etc.
Fixes Gods Eater Burst loading PSP savedata, but can no longer load old
savedata.
2014-08-21 23:59:55 -07:00
Henrik Rydgard
dfbb0bdea2 Hack: Return -1 specifically for trying to load SFO's as modules. Works around #6748
Will test properly later and return the correct value but this should be zero-impact.
2014-08-21 10:34:56 +02:00
Henrik Rydgård
d52c87d82c Merge pull request #6722 from sum2012/wwe
check for duplicated stack addresses by JimLee168
2014-08-20 16:34:02 +02:00
Sacha
d08f65bf03 For some reason x86 was compiling ArmEmitter 2014-08-20 22:44:55 +10:00
Henrik Rydgård
0fe929e491 Merge pull request #6757 from sum2012/patch-2
small test.py update
2014-08-20 14:33:07 +02:00
sum2012
bcfa6a98c2 small test.py update
Mention PPSSPPHeadless should be better
2014-08-20 20:28:37 +08:00
Sacha
97e93f48fd Clean up LitPool code and re-enable flushing in AsmJit 2014-08-20 18:29:37 +10:00
Henrik Rydgård
02bbd86ff1 Merge pull request #6747 from sum2012/patch-1
Update Readme.md
2014-08-20 00:35:01 -07:00
Henrik Rydgård
1189d51f70 Merge pull request #6756 from xsacha/litpool
Enable LitPool for ARMv6.
2014-08-20 00:34:39 -07:00
Sacha
7691e0e0b5 Enable LitPool for ARMv6.
Was originally disabled because vertex JIT wasn't flushing but it now does.
2014-08-20 17:25:58 +10:00
Henrik Rydgård
cb2f50bf98 Merge pull request #6755 from unknownbrackets/clut-fix
Convert all CLUT entries ever loaded
2014-08-19 22:40:16 -07:00
Unknown W. Brackets
1e057a76b5 Convert all CLUT entries ever loaded.
Some games reuse previously loaded bytes, like World Neverland.  We
displayed bad colors in these cases when we don't convert all the entries.

Technically, this means we're hashing less than used in these cases, but if
we hash more we will get lots of false cache misses.

Fixes #6752.
2014-08-19 22:31:09 -07:00
sum2012
d722b2669c typo 2014-08-19 21:04:38 +08:00
sum2012
a9b5df5fd7 Update Readme.md 2014-08-19 21:02:12 +08:00
Unknown W. Brackets
7f61da2e5a Add a hack for Silent Hill games.
Either way has different problems, but it sounds like this will work
better for Silent Hill.  Probably still rendering wrong, unfortunately.
2014-08-18 23:20:49 -07:00
Unknown W. Brackets
a43c3771a3 More correctly blend when hitting the frame cap.
If we hit too many blits per frame, fall back correctly in the shader.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets
422db25277 Optimize fixed color blending that isn't blending.
Gods Eater Burst uses this, for example.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets
b79e4d22b8 Improve a possible obscure blend mode.
Seems like this would be likely to get overlap problems.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets
0904085eb5 Avoid using fbo copies for the common 2a + 1-2a.
We won't even get it right that often since the copy doesn't deal with
overlap properly.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets
5d1b1ab547 Dirty the fixed color when premultiplying. 2014-08-18 23:20:46 -07:00
Unknown W. Brackets
a41333c012 Avoid premultiplying easy fixed colors. 2014-08-18 23:20:46 -07:00
Unknown W. Brackets
24a0dd12ef Avoid recalculating replaceBlend so many times. 2014-08-18 23:20:45 -07:00
Unknown W. Brackets
44620c92ed Premultiply for doubled alpha blending if possible.
This makes the effect more accurate where the values were being clamped
before.  Some obscure methods of blending may be slower.
2014-08-18 23:20:45 -07:00
Unknown W. Brackets
d52fdafa3c Note the location of a memset variant. 2014-08-18 23:20:44 -07:00