Unknown W. Brackets
b9d7ffe484
d3d: Support the Danganronpa hack.
2014-09-13 16:47:23 -07:00
Unknown W. Brackets
7f89723d2b
d3d: Initial implementation of framebuf download.
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Not working, or not working properly...
2014-09-13 16:37:59 -07:00
Unknown W. Brackets
2463074530
d3d: Converge block transfer logic.
2014-09-13 15:40:55 -07:00
Unknown W. Brackets
971dd5df1e
d3d: Unify BlitFramebuffer() as well.
2014-09-13 15:12:59 -07:00
Unknown W. Brackets
a4d33d77b7
d3d: Unify ReadFramebufferToMemory() signature.
2014-09-13 15:09:30 -07:00
Unknown W. Brackets
f33515723b
Move ForgetLastTexture() into DrawPixels().
2014-09-13 14:58:05 -07:00
Unknown W. Brackets
3dfdddfc5f
d3d: Move UpdateFromMemory() to common.
2014-09-13 14:44:18 -07:00
Unknown W. Brackets
9af3befc59
d3d: Add RebindFramebuffer().
2014-09-13 14:26:39 -07:00
Unknown W. Brackets
6f991a1042
d3d: Add FlushBeforeCopy().
2014-09-13 14:23:18 -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
ca3ed34b44
Move most GL code out of GLES/SoftwareTransform.cpp
2014-09-13 13:03:37 +02:00
Henrik Rydgard
b4690b23d6
Make D3D TransformDrawEngine more similar to GL
2014-09-13 12:27:20 +02:00
Henrik Rydgard
9b587bb144
Make the D3D backend cmd processing work more similar to the GL backend
2014-09-13 12:11:34 +02:00
Unknown W. Brackets
77cd49622b
d3d: Fix switching between rendering modes.
2014-09-11 23:30:42 -07:00
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
Henrik Rydgard
7cf05e44a2
Add option to vertexdecoder to expand UVs to floats
2014-09-12 02:00:31 +02:00
Henrik Rydgård
432bdef368
Merge pull request #6879 from unknownbrackets/gpu-minor
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Bind the alphatest tex after we know vert alpha
2014-09-11 09:36:59 +02:00
Unknown W. Brackets
f7b669a740
Fix infinite recursion in framebuf create upload.
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Needs to be done *after* currentRenderVfb_ is set.
Fixes #6872 .
2014-09-10 23:59:12 -07:00
Unknown W. Brackets
33ac30218a
Bind the alphatest tex after we know vert alpha.
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Before we sometimes thought alpha test was trivially true when it wasn't.
2014-09-10 23:43:48 -07:00
Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
9af40cb14f
d3d: Update the texture cache to mostly match.
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Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
Unknown W. Brackets
bc6a67babf
d3d: Use unsigned Z in throughmode.
2014-09-08 21:06:26 -07:00
Unknown W. Brackets
b45711ba94
d3d: Centralize parts of the texture cache.
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Should merge these.
2014-09-08 20:55:56 -07:00
Unknown W. Brackets
04147827ee
Account for texel offsets in the frag test lookup.
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Darn, thought this wouldn't be necessary but it is is for 1/255 and other
values.
Without cache:
PowerVR: temp, add, mul, fract, mul, compare
Other: mul, add, floor, compare
With cache: mul, add, texture lookup, compare
2014-09-08 19:04:44 -07:00
Unknown W. Brackets
ac97f1ed96
Avoid a very unlikely fbo leak.
2014-09-08 07:41:23 -07:00
Unknown W. Brackets
7e248376f8
Track the last drawn width/height/format.
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This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets
76d5f67796
Arg, fix color testing from frag test cache.
2014-09-07 23:21:22 -07:00
Unknown W. Brackets
2532639f70
Refactor fbo binding into DrawPixels().
2014-09-07 21:53:22 -07:00
Henrik Rydgård
1985e6db9a
Merge pull request #6853 from unknownbrackets/testcache
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Cache fragment test results using a texture
2014-09-07 23:55:53 +02:00
Unknown W. Brackets
072e9c3a0d
Use a more logical name for the test tex creator.
2014-09-07 14:52:22 -07:00
Unknown W. Brackets
c0908421ba
Skip binding when the test won't be used.
2014-09-07 10:06:57 -07:00
Unknown W. Brackets
95a620695b
Actually cache the last bound test texture.
2014-09-07 10:06:23 -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
b20cd3cba2
Clear stencil on switch from 565 buffer.
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Fixes #2094 , shadows in Kingdom Hearts in some scenes.
Not a complete solution, but should be a relatively safe one.
2014-09-07 08:47:46 -07:00
Unknown W. Brackets
47e98f972d
Try to simplify alpha replace for poor compilers.
2014-09-07 08:25:39 -07:00
Unknown W. Brackets
de2c951665
Detect EXT_gpu_shader4 to use bitwise ops pre-3.3.
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This may allow it to work on more cards, and should fix a (probably driver
bug) error we've had reported in GL 3.0 / GLSL 1.3.
2014-09-04 00:39:54 -07:00
Unknown W. Brackets
514772e18e
Avoid some magic numbers.
2014-08-30 22:06:25 -07:00
Unknown W. Brackets
337b34ef6a
Eat cycles during block transfers.
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Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.
Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints. A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.
This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
Unknown W. Brackets
5e07a40a83
Oops, buildfix Android/etc.
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This is not declared there.
2014-08-30 07:13:36 -07:00
Unknown W. Brackets
361b9a2572
Use 8888, always, for Danganronpa's FBOs.
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This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -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