Henrik Rydgard
fdea85138c
Update project files, fix minor issues for VS 2015
2015-09-06 19:32:15 +02:00
Henrik Rydgard
ab3468ea02
Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
2015-09-06 13:45:17 +02:00
Henrik Rydgard
d822cbf60b
Move fbo.cpp/h from native into PPSSPP
2015-09-06 13:13:37 +02:00
Unknown W. Brackets
ba15718db3
Track hovering in GE debugger to show pixel value.
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This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
a19ea78b4b
Consolidate the texture scaler code.
2015-04-08 22:52:49 +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 Rydgard
058499e5bf
De-dupe the spline code
2015-04-08 21:44:54 +02:00
Henrik Rydgard
b309c83973
Initial work on ARM64, based on the ARM jit.
2015-04-06 18:13:01 +02:00
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
Henrik Rydgard
4ebdf49fb6
Update ffmpeg to master, also switching to static linking of MSVCRT. Don't forget to update your submodules!
2015-01-24 13:30:37 +01:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
7faddd6100
Consolidate the two TextureScaler copies into one.
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Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Henrik Rydgard
2623a48b4a
Centralize color conversion functions in Common/ColorConv.
2015-01-20 17:32:54 +01:00
Unknown W. Brackets
bafa7d0670
Add git-version to more than just Core.
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This won't catch native or armips, but it will catch more before and still
won't make the build wrongly dirty all the time.
See #5575 .
2014-12-02 22:55:19 -08:00
Sacha
1ba9103cef
Better support for new archs.
2014-11-11 22:55:49 +10:00
Unknown W. Brackets
71e310aff8
d3d: Initial attempt to upload stencil.
2014-09-14 02:21:41 -07:00
Henrik Rydgard
a4ae0f951a
Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow)
2014-09-13 15:13:34 +02:00
Henrik Rydgard
19a9c4481f
Move GLES' SoftwareTransform to Common
2014-09-13 13:27:42 +02:00
Henrik Rydgard
4212bbb51e
Cleanup SoftwareTransform a bit more
2014-09-13 13:15:18 +02:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00
Henrik Rydgard
1f9c1719e3
Delete the DX9 vertex decoder, use the "GL" one instead (now common)
2014-09-12 02:00:32 +02:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
94c1271761
Add an experiment with using a texture for tests.
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Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets
089ee41d9c
Implement a very basic stencil upload.
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This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Henrik Rydgard
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
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Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
cd4cd77938
Clean up defines in MSVC project files.
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This way they're all basically the same. A lot of cases where
debug/release/etc. where inconsistent...
Also, define USING_WIN_UI.
2014-02-08 16:38:44 -08:00
Unknown W. Brackets
2c204e8028
Update project to MSVC 2013 tools.
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Retaining XP support, using SDK 7.1a (v120_xp.) Disables SSE2 flag on x64
since it's implied and causes compile warnings.
2014-02-08 13:41:28 -08:00
Henrik Rydgard
d19d041640
GPU disasm: Show opcodes. Also disable some warnings and update submodules.
2014-01-15 17:00:20 +01:00
Henrik Rydgard
acb3994172
Split VertexDecoder into files for ARM and x86, got too large.
2013-11-24 15:58:15 +01:00
Henrik Rydgård
ab3fe9ba86
Extract the software transform code into its own file.
2013-11-13 14:56:34 +01:00
Unknown W. Brackets
4d47ccd5df
Add a NEON version of the tex hash.
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Should be used only for NEON devices. Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
Unknown W. Brackets
dc91bf2ca3
Move GPU debug step/pause/messages out of Windows/.
2013-10-12 10:03:31 -07:00
Unknown W. Brackets
c8d2c45590
Move GE debugger breakpoints out of Windows/ code.
2013-10-12 10:03:28 -07:00
Henrik Rydgard
e0b19decca
Add generic "PostShader" functionality, replacing FXAA (it's one of them).
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Replaces #4018 , sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
The Dax
d102baacd0
Prep PPSSPP for Visual Studio 2013.
2013-09-17 10:27:06 -04:00
Unknown W. Brackets
5617f07462
Fix dx9 so it builds on Windows (DOES NOT WORK.)
2013-09-15 23:22:10 -07:00
Unknown W. Brackets
f43997a47f
Update bufw handling in all gpus.
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This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
Unknown W. Brackets
f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
8c4503c638
Add a micro version of the DX SDK as submodule, to keep the buildbot running.
2013-09-15 16:15:12 +02:00
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
Henrik Rydgard
55aa3d13c7
Win32: Switch to a UNICODE build. This took quite a bit of fixing.
2013-08-26 19:00:16 +02:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
d9cd0d1fe9
Been meaning to rename DisplayListInterpreter->GLES_GPU forever
2013-08-20 22:34:47 +02:00
neobrain
edc0dd9e48
GPU: Remove unncessary flags in the VC project file.
2013-08-17 10:50:17 +02:00
Tony Wasserka
a013aad6f1
softgpu: Fix incorrect depth buffer write base address.
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softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00