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
Henrik Rydgard
780ed765c7
Update dx9sdk (got rid of redundant headers)
2014-09-07 10:45:38 +02:00
Unknown W. Brackets
ebe71e3ec4
d3d: Properly initialize cullmode.
2014-09-06 23:01:04 -07:00
Unknown W. Brackets
5639b056b3
d3d: Use 0 texcoord when not specified.
2014-09-06 23:01:04 -07:00
Unknown W. Brackets
a29c2f4f2f
d3d: Use 2.0 vertex and pixel shaders.
2014-09-06 23:01:03 -07:00
Unknown W. Brackets
07ccc37689
d3d: Use drawPixelsTex as a non-dynamic texture.
2014-09-06 23:01:03 -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
Henrik Rydgård
94ee0c5a01
Merge pull request #6815 from unknownbrackets/gpu-minor
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Eat cycles during GE block transfers
2014-08-31 09:29:09 +02:00
Unknown W. Brackets
e1d2e72480
Add block transfer to null gpu.
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For tests, better to have it here.
2014-08-30 22:14:58 -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
9ce5c49978
d3d: Add basic stencil mask handling.
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Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -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
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
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
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
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
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
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
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
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