Commit Graph

38 Commits

Author SHA1 Message Date
Unknown W. Brackets
b2bd966adf GE Debugger: Implement basic recording.
A bit slow since it searches really hard for dups, but otherwise the file
is often very large.
2017-06-03 15:29:09 -07:00
Unknown W. Brackets
257f8dbbc6 GPU: Remove now-unused vertex decoder funcs.
We always convert to float now, so these functions are no longer used.
2017-05-06 18:55:16 -07:00
Unknown W. Brackets
ede9025447 SoftGPU: Simplify index conversion. 2017-04-15 21:01:17 -07:00
Henrik Rydgard
1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard
5d5f10d956 Attempts to counter crashes seen in the Google Play developer console 2016-12-01 22:07:03 +01:00
Florent Castelli
8c3552de74 cmake: Detect features at compile time
Instead of relying on manually passed down flags from CMake,
we now have ppsspp_config.h file to create the platform defines for us.
This improves support for multiplatform builds (such as iOS).
2016-10-19 12:31:19 +02:00
Unknown W. Brackets
ebce8d2753 Don't convert to float with prescale off.
Since we assume we need to normalize, it seems.
2016-04-16 19:00:34 -07:00
Unknown W. Brackets
ff802a983a vertexjit: Implement x86 tc morph decoding. 2016-04-16 18:38:08 -07:00
Unknown W. Brackets
614665068a Implement morphing for texcoords.
Tests show that this can be used.
2016-04-16 18:38:06 -07:00
Unknown W. Brackets
a0397bce4c Hopefully fix prescale in remasters.
Don't actually have a remaster to test, though.
2016-04-13 23:15:41 -07:00
Henrik Rydgard
da50370328 Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h 2016-03-20 19:31:02 +01:00
Henrik Rydgard
58b07e00d7 Assorted fixes and cleanups. 2016-03-06 11:46:41 -08:00
gmvbif
281f0e18e6 Fixed some errors from PVS-Studio in Core project
FixedSizeQueue
- Added private operator=
- Changed signature of EndPop
Some changed to printf like functions.
Fixed typo in syn-att.c
2015-12-31 10:25:11 +03:00
Henrik Rydgard
6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Unknown W. Brackets
327ca4c96e Stub invalid vertex decoder colors to avoid crash.
These values are invalid, but before we'd call a null pointer if we hit
them.  Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
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
b309c83973 Initial work on ARM64, based on the ARM jit. 2015-04-06 18:13:01 +02:00
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
29e6197e6f Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
2015-02-22 21:04:48 -08:00
xSacha
88b1c00a67 MIPS: Complete MIPSX rename for buildfix. 2014-11-19 07:55:44 +10:00
xSacha
3172fa22e2 Integrate new MIPS emitter. 2014-11-18 08:40:57 -08:00
xSacha
57e4088216 Introduce fake vertex decoder JIT as well.
Compiles and links on CI20 but gets unknown crash in GL driver.
2014-11-13 17:10:29 +10:00
Henrik Rydgard
7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Unknown W. Brackets
5276487611 vertexjit: Use SSE for all weights, u8/u16. 2014-09-17 23:14:36 -07:00
Unknown W. Brackets
4c1061ff4a vertexjit: Optimize the d3d9 weights a bit.
Only used without skinning on, or with morph, of course.
2014-09-17 08:39:56 -07:00
Unknown W. Brackets
f426be59b4 vertexjit: Initial u8/u16 weights for d3d9. 2014-09-16 23:28:35 -07:00
Henrik Rydgard
1407648b59 D3D vtxdec: Convert weights and normals to float 2014-09-12 02:00:33 +02:00
Henrik Rydgard
37e3cf362f Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
Unknown W. Brackets
385df1c54e Force positions to scale by 128/32768 as psp does.
This makes everything use floats for positions.  On some hardware/drivers,
this may be faster.  On some it may be slower.  We'll need testing to see
the performance impact.

Fixes Final Fantasy 4's pos misalignments, and probably others (like
Tekken 5 I suspect.)
2014-08-17 14:31:49 -07:00
Unknown W. Brackets
678237aa6c Improve SSE usage in software transform.
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
chinhodado
cb39a5d978 fix buffer overflow 2014-02-19 12:07:45 -05:00
Unknown W. Brackets
97192388b6 Clamp float z in throughmode, rather than wrapping.
Matches tests, fixes sky in Tales of Eternia (#4572.)
2014-02-13 08:03:56 -08:00
Unknown W. Brackets
ad8488ecc4 Reset reporting on a new game.
This way "once" and "spam" no longer persist between runs.  Makes it
easier to test a bunch of games in a row without restarting in between.
2014-02-09 17:39:16 -08:00
Berkan Diler
68d518727f Remove unnecessary comment 2013-11-27 19:51:35 +01:00
Unknown W. Brackets
fcc77f525f Implement some basic vertex previews on prim.
3D doesn't work correctly (sometimes it does...)  2D should be working.
2013-11-17 13:27:50 -08:00
Henrik Rydgard
82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Sacha
996c47a9b9 Buildfix. 2013-09-16 01:26:29 +10:00
Henrik Rydgard
cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00