Unknown W. Brackets
b2bd966adf
GE Debugger: Implement basic recording.
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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.
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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
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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.
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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.
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Tests show that this can be used.
2016-04-16 18:38:06 -07:00
Unknown W. Brackets
a0397bce4c
Hopefully fix prescale in remasters.
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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
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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.
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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.)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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