Unknown W. Brackets
eb98d89fc9
d3d9: clear alpha on switch from 565 buffer.
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For parity with OpenGL.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
b12a595325
d3d9: Make sure to clear alpha to zero.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
1e8f2c2630
Allow clut load outside valid mem, fill with zero.
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And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Henrik Rydgard
a19ea78b4b
Consolidate the texture scaler code.
2015-04-08 22:52:49 +02:00
Henrik Rydgard
6660985210
Extract a bunch more color conversion loops.
2015-04-08 22:52:48 +02:00
Henrik Rydgard
b5acf15cc9
Extract some explicit loops into calls to color conversion functions.
2015-04-08 22:52:48 +02:00
Henrik Rydgard
c2cf2bd97e
Move some more color conversion functions to ColorConv
2015-04-08 22:52:47 +02:00
Henrik Rydgard
31961eace9
Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
2015-04-08 22:52:46 +02:00
Henrik Rydgård
a67f009679
Merge pull request #7668 from hrydgard/consolidate-spline
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Consolidate spline code
2015-04-08 22:20:55 +02:00
Henrik Rydgard
058499e5bf
De-dupe the spline code
2015-04-08 21:44:54 +02:00
Henrik Rydgard
2002576e9d
DrawEngineCommon: Make it possible to call Flush from shared code.
2015-04-08 21:37:54 +02:00
Henrik Rydgard
ed8a3eaf6d
Move the vertex decoder cache into DrawEngineCommon
2015-04-08 21:35:00 +02:00
Unknown W. Brackets
08032e4b14
Fix a leak in an error condition.
2015-04-08 11:58:00 -07:00
Unknown W. Brackets
10626e356d
Avoid a potential divide by zero.
2015-04-08 11:57:59 -07:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012
3549705195
Use better solution from @Bigpet
2015-03-23 20:29:51 +08:00
sum2012
433347e3b6
GPU:Do not "decimate" the usageFlags.
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Fix #7625
2015-03-23 07:25:44 +08:00
Unknown W. Brackets
7ee9112425
Avoid constant reload of frequently changed tex.
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If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Henrik Rydgård
085ecc0a64
Merge pull request #7591 from unknownbrackets/gpu-framebuf
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Better glInvalidateFramebuffer usage, track usage flags better
2015-03-15 11:18:30 +01:00
Unknown W. Brackets
6b26e1a591
Read pending vertex data before exiting gpu loop.
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Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Unknown W. Brackets
d8478255d4
Invalidate temp FBOs each frame.
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These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
7e0489c83e
Keep better track of framebuf usage flags.
2015-03-14 15:21:58 -07:00
Henrik Rydgård
9db4c5f34d
Merge pull request #7573 from unknownbrackets/gpu-minor
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Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
f0676b0c85
Optimize color tests against zero.
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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
cf7a4ab2cf
Avoid shader id data that doesn't change shader.
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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
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
Henrik Rydgård
c0450f7f9e
Merge pull request #6920 from hrydgard/dx9-depal
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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
3bc954778c
dx9: Explicitly restore viewport after depal.
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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.
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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
Unknown W. Brackets
383f894db7
d3d9: Make blending more like GL's recent changes.
2015-03-01 10:31:43 -08:00
Henrik Rydgard
69e099e615
Fix #6398 for DX9 as well
2015-03-01 16:15:13 +01:00
Henrik Rydgård
723d7c224d
Merge pull request #7449 from unknownbrackets/xbrz-update
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Update to xBRZ 1.2, with its perf improvements
2015-03-01 12:17:15 +01:00
Unknown W. Brackets
7379d37e73
Bail on bad verts after grabbing byte increment.
2015-02-28 01:28:30 -08:00
Henrik Rydgård
d990221849
Merge pull request #7509 from unknownbrackets/gpu-minor
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Correct full alpha for render-to-texture
2015-02-26 21:56:57 +01:00
The Dax
7104629b24
Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
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It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Unknown W. Brackets
abace1aa76
For render-to-tex, full alpha on 565 use only.
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It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does. Fixes #7492 .
2015-02-21 18:08:50 -08:00
Unknown W. Brackets
0982336565
Oops, fix race in xBRZ buffer alloc.
2015-02-21 15:51:02 -08:00
The Dax
3239e27e84
Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour.
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Improves the car colours in Outrun 2006, but like OpenGL, it's still got some areas with the wrong blue hue.
2015-02-17 02:17:24 -05:00
Henrik Rydgard
2df04bab3b
Oops, fix mistake in spline drawing
2015-01-29 16:30:52 +01:00
Henrik Rydgard
3801062f76
Oops, forgot one in D3D
2015-01-29 16:06:02 +01:00
Henrik Rydgard
033798c796
Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
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Might help #7386
2015-01-29 16:04:00 +01:00