sum2012
26b25052c2
Fix sceKernelSelfStopUnloadModule parameters
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According to http://code.google.com/p/jpcsp/source/detail?r=3597
2014-08-29 20:31:25 +08:00
Henrik Rydgård
c5e80d0999
Merge pull request #6801 from unknownbrackets/d3d
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d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle
2014-08-28 11:21:19 +02:00
Henrik Rydgård
413ea36d15
Merge pull request #6800 from unknownbrackets/fbo-bind-opt
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Optimize framebuffer binding and blits
2014-08-28 10:29:09 +02:00
Unknown W. Brackets
4e5778d714
d3d: Correctly disable stencil testing.
2014-08-28 01:21:29 -07:00
Unknown W. Brackets
1f51fe7843
d3d: Avoid rewriting textures, just swizzle.
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Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.
Technically we could do it in OpenGL as well.
Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets
5a3a972d95
Perform intra-buffer blits directly.
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As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
Unknown W. Brackets
9cab344026
Rebind the fbo after inter-buffer copy.
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Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
2014-08-27 23:10:07 -07:00
Unknown W. Brackets
fc5d62804e
Avoid unbinding the draw fbo where possible.
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If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
Unknown W. Brackets
77e050d044
Only unbind the read fbo id draw can be skipped.
2014-08-27 23:07:11 -07:00
Unknown W. Brackets
fbb85820f7
Update native to cache bound fbos.
2014-08-27 23:07:00 -07:00
Unknown W. Brackets
a8b78a46bd
Forget the bound texture on fbo_create().
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Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets
140eb82821
d3d: Don't flip render-to-tex.
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Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Sacha
8edf25552f
Fix issue with LoadSymbolMap filename
2014-08-27 05:16:06 +10:00
Henrik Rydgård
141d3b657a
Merge pull request #6791 from unknownbrackets/d3d
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d3d: Enable state caching, fix another color issue, fix scale
2014-08-26 17:26:24 +02:00
Unknown W. Brackets
2191382a7a
d3d: Scale positions by 128/32768.
2014-08-26 08:18:24 -07:00
Unknown W. Brackets
d987cfea37
d3d: Cache sampler/render state like in GL.
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Small 3% performance improvement. Also, would prefer to have the bugs
from this now rather than later.
2014-08-26 08:08:02 -07:00
Unknown W. Brackets
5e528f673d
d3d: Set the lod bias for textures.
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Why aren't these caching?
2014-08-26 07:58:09 -07:00
Henrik Rydgård
1f760e691e
Merge pull request #6787 from mgaver/patch-7
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Update korean.txt
2014-08-26 16:49:54 +02:00
Unknown W. Brackets
b8e768066f
d3d: Remove another use of D3DCOLOR.
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Fixes more colors.
2014-08-26 07:46:22 -07:00
Unknown W. Brackets
b4b81744ee
Use dst factor w/ dst in reverse sub blending.
2014-08-26 00:39:14 -07:00
Unknown W. Brackets
2448386e8a
d3d: Specify clamping incr/decr of stencil.
2014-08-26 00:23:34 -07:00
mgaver
7838ba2f6a
Update korean.txt
2014-08-26 11:05:39 +09:00
mgaver
69d29c4d44
Update korean.txt
2014-08-26 09:35:26 +09:00
Henrik Rydgard
ae03a855f5
d3d: Apply a half-pixel offset to make 2D ui graphics sharper (d3d texturing...)
2014-08-25 21:33:24 +02:00
Henrik Rydgård
44df3cee06
Merge pull request #6784 from unknownbrackets/d3d
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Clean up some normal handling and a shader error in D3D
2014-08-25 18:32:08 +02:00
Unknown W. Brackets
767e6b6df1
d3d: Update native with scissor and text draw fix.
2014-08-25 07:53:15 -07:00
Unknown W. Brackets
a34bf158e3
d3d: Clean up some normal handling.
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So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
Unknown W. Brackets
170036e171
d3d: Fix another shader compile error.
2014-08-25 07:31:10 -07:00
Henrik Rydgård
caa34c4db8
Merge pull request #6777 from unknownbrackets/gpu-blend
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Use blending to approximate incr/decr/invert
2014-08-25 11:38:08 +02:00
Unknown W. Brackets
78c342889e
d3d: Prevent crash on Release() of render-to-tex.
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Might be safer to do as we do in GLES and always have a texture...
2014-08-25 02:15:02 -07:00
Unknown W. Brackets
a533d76c8e
d3d: Convert DXT texture colors.
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Doesn't seem like this is 100% correct though, not sure.
2014-08-25 02:00:55 -07:00
Unknown W. Brackets
5e829f06e8
d3d: Fix a shader compiler error.
2014-08-25 01:39:04 -07:00
Unknown W. Brackets
41d699ba98
d3d: Unbreak hardware transform, oops.
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This was broken by my earlier commit. Now we can send colors directly.
2014-08-25 01:16:49 -07:00
Henrik Rydgård
64100dc642
Merge pull request #6780 from unknownbrackets/ge-debugger
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Welcome Direct3D9 to the GE debugger family
2014-08-25 09:59:46 +02:00
Henrik Rydgård
902f15ead8
Merge pull request #6781 from unknownbrackets/d3d9
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d3d: Fix some RGBA / ARGB color issues.
2014-08-25 09:23:10 +02:00
Unknown W. Brackets
c65f9603bd
d3d: Fix some RGBA / ARGB color issues.
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I wonder if we should just send floats here? We denormalize and then
renormalize in software...
2014-08-24 23:34:48 -07:00
Unknown W. Brackets
d2018f4aea
d3d: Copy over the vertex preview stuff.
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Really need to just centralize, I know. But want a debugger that works
first.
2014-08-24 22:19:59 -07:00
Unknown W. Brackets
4a615dc46c
Support BGRA formats in the debugger previews.
2014-08-24 22:08:28 -07:00
Unknown W. Brackets
42aa494aeb
d3d: Get some initial GE previews working.
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Wrong colors.
2014-08-24 21:52:47 -07:00
Unknown W. Brackets
39ee5bb6b7
Support stencil incr/decr even without blending.
2014-08-24 10:24:30 -07:00
Unknown W. Brackets
17ab856a35
Always zero drawn pixels with zero.
2014-08-24 10:24:29 -07:00
Unknown W. Brackets
757f10d47a
Oops, equation not func.
2014-08-24 10:24:29 -07:00
Unknown W. Brackets
90746fb5b2
Support INVERT with stencil alpha replacement.
2014-08-24 10:24:28 -07:00
Unknown W. Brackets
0018638458
Support INCR/DECR with stencil value replacement.
2014-08-24 10:24:28 -07:00
Sacha
7b308247f8
Symbian buildfix. It doesn't use MemArena.
2014-08-25 02:18:58 +10:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Henrik Rydgård
812d64a4b7
Merge pull request #6774 from hrydgard/merge-ced2911-dx9-work
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Cherry-pick from ced2911's dx9 work
2014-08-24 14:06:04 +02:00
Henrik Rydgard
6011255e6f
D3D: Don't display buffered rendering upside down. Support screen scaling filter setting
2014-08-24 14:04:55 +02:00
Henrik Rydgard
1c9f002806
D3D: Mark FBO textures as render targets. Makes buffered rendering kinda work.
2014-08-24 13:55:30 +02:00
Henrik Rydgard
fe1cdb0c4c
Update native
2014-08-24 13:48:43 +02:00