Commit Graph

55 Commits

Author SHA1 Message Date
Henrik Rydgard
0df4afce67 Didn't mean to keep this check. 2014-10-30 01:04:08 +01:00
Henrik Rydgard
1fe2af3421 Fix D3D NFSU crash #7030 in a cleaner way than #7033 :) 2014-10-29 23:51:23 +01:00
Unknown W. Brackets
2b16b5b79b Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
Henrik Rydgard
7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Henrik Rydgard
3c55f81b87 Fix #6988 (crash under startup of GTA Chinatown Wars) 2014-10-18 11:26:51 +02:00
Unknown W. Brackets
856154a5f9 d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Henrik Rydgard
6c313385ab Reduce the diff between the two draw engines 2014-09-18 00:40:25 +02:00
Henrik Rydgard
9755f6ba49 Really set maxindex correctly.. 2014-09-17 23:28:46 +02:00
Henrik Rydgard
decdfadabc DX9: Specify max index correctly 2014-09-17 22:06:34 +02:00
Henrik Rydgard
e07d836d7c D3D: Specify maxindex correctly in DrawIndexedPrimitive 2014-09-17 22:04:10 +02:00
Henrik Rydgard
60c8cdec39 Clean up some indentation 2014-09-17 22:03:44 +02:00
Henrik Rydgard
5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Unknown W. Brackets
64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Unknown W. Brackets
f0c37e3f61 d3d: Use minihashing in the vertex cache. 2014-09-14 13:50:57 -07:00
Unknown W. Brackets
c4b6e74999 d3d: Fix vertex cache alpha flag tracking. 2014-09-14 13:49:59 -07:00
Unknown W. Brackets
d2df54153d d3d: Fix some issues with the vertex cache. 2014-09-14 13:35:19 -07:00
Henrik Rydgard
8175c014e2 Warning fixes 2014-09-14 17:38:49 +02:00
Unknown W. Brackets
afd9d864be Clear alpha only when clearing stencil.
Not sure if this will fix anything.
2014-09-14 08:00:35 -07:00
Henrik Rydgard
63e3e95d58 Replace the DX9 software transform code with the new common one 2014-09-13 13:53:04 +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
Henrik Rydgard
c25815b904 DX9: Must turn off vertex caching for software skinned draws 2014-09-13 01:02:47 +02:00
Unknown W. Brackets
77cd49622b d3d: Fix switching between rendering modes. 2014-09-11 23:30:42 -07:00
Henrik Rydgard
38b803aba4 DX9: Enable vtxdec JIT, buildfix 2014-09-12 02:00:34 +02:00
Henrik Rydgard
1407648b59 D3D vtxdec: Convert weights and normals to float 2014-09-12 02:00:33 +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
Henrik Rydgard
7b66059ae0 D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
Henrik Rydgard
163f81e5be DX9: "Linked" shaders are now pointless, so remove them. 2014-09-10 14:07:30 +02:00
Unknown W. Brackets
02a3ebcb8a d3d: Add vertex full alpha detection. 2014-09-09 01:03:08 -07:00
Henrik Rydgard
aaa0180114 D3D: Always decode U16 coords to floats as there's no good corresponding vertex format that works on all GPUs.
Fixes Burnout and probably many more games.
2014-09-09 00:42:12 +02:00
Henrik Rydgard
ef0ae77e98 D3D: some cleanup and a crashfix on shutdown 2014-09-09 00:29:01 +02:00
Unknown W. Brackets
34b1d13c29 d3d: Release vertex decls on shutdown. 2014-09-07 13:07:12 -07:00
Unknown W. Brackets
b8e768066f d3d: Remove another use of D3DCOLOR.
Fixes more colors.
2014-08-26 07:46:22 -07:00
Unknown W. Brackets
a34bf158e3 d3d: Clean up some normal handling.
So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
Unknown W. Brackets
41d699ba98 d3d: Unbreak hardware transform, oops.
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
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.
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.
Really need to just centralize, I know.  But want a debugger that works
first.
2014-08-24 22:19:59 -07:00
Henrik Rydgard
1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Ced2911
fdc5d02e27 [Gpu] Various speedup (texture cache not tested ...) 2014-08-24 13:43:34 +02:00
Ced2911
ef54989598 [Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
Conflicts:
	GPU/Directx9/PixelShaderGeneratorDX9.cpp
	GPU/Directx9/ShaderManagerDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
2014-08-24 13:43:09 +02:00
Ced2911
49cc8e7312 [Gpu] Sync with gles
Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/TransformPipelineDX9.cpp
2014-08-24 10:40:16 +02:00
Ced2911
ace1e71456 [Misc] Windows fixes
Conflicts:
	GPU/Directx9/TransformPipelineDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
	GPU/Directx9/helper/fbo.cpp
	GPU/Directx9/helper/global.cpp
2014-08-24 10:17:11 +02:00
Henrik Rydgard
00d5793f7d D3D9: Don't crash on bad vertex formats. 2014-08-22 21:27:27 +02:00
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
Unknown W. Brackets
25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Unknown W. Brackets
1e65a691f4 Cap the number of vertexes per flush.
Might not be realistic, but we crash if we go over.  Pretty unlikely to
happen in real games, but I suppose not impossible.  Happens in the vertex
speed demo (#3106.)
2013-10-27 14:43:58 -07:00