14242 Commits

Author SHA1 Message Date
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
Henrik Rydgård
902f15ead8 Merge pull request #6781 from unknownbrackets/d3d9
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.
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
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.
Wrong colors.
2014-08-24 21:52:47 -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
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
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
9caa783137 [Gpu] Sync with gles
Conflicts:
	GPU/Directx9/GPU_DX9.cpp
2014-08-24 10:46:41 +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
6ee39c9abd [Gpu] Update
Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/VertexDecoderDX9.cpp
	GPU/Directx9/helper/fbo.cpp
2014-08-24 10:29:47 +02:00
Ced2911
e0c3b5a112 [Gpu] somes fixes, monster hunter 2 run between 140 and 200% with vertex cache enabled
Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/GPU_DX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
	GPU/Directx9/helper/global.cpp
2014-08-24 10:21:08 +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
dcd8753ee1 Cherry-pick a tiny part of cf41d2af29633146e5b07c8851382efe72491091 2014-08-24 09:56:01 +02:00
Ced2911
d4adc3abb8 [dx9] don't do alpha test in pixel shader, use state mapping
hrydgard: Cleaned up a bit, disabled by default

Conflicts:
	GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Henrik Rydgård
3524d45575 Merge pull request #6773 from unknownbrackets/thin3d
Switch to GLEW_STATIC to remove linker warning spam
2014-08-24 09:44:29 +02:00
Unknown W. Brackets
5f015793d8 Seems like this else was a mistake. 2014-08-23 21:54:04 -07:00
Unknown W. Brackets
afe2a17ef5 Compile projects using GLEW_STATIC.
To avoid compilation warnings about dllimport.
2014-08-23 21:53:33 -07:00
Henrik Rydgård
56d9cf0e54 Update native with fragment shader fix by unknown. may help #6771 2014-08-24 02:06:43 +02:00
Henrik Rydgård
ba8fe92d71 Revert accidental change 2014-08-24 01:18:13 +02:00
Unknown W. Brackets
d4ec7d8019 Add another memcpy variant.
Fixes #4324 (Marvel Ultimate Alliance 2 videos), thanks daniel229.
2014-08-23 08:45:25 -07:00
Henrik Rydgård
dae07e9f28 Mac buildfix 2014-08-23 14:24:24 +02:00
Unknown W. Brackets
2eafb096d8 Update native (Linux buildfix.) 2014-08-23 02:54:44 -07:00
Unknown W. Brackets
0702861df7 Qt buildfix. 2014-08-23 02:09:23 -07:00
Henrik Rydgård
5d836bfa5a Merge pull request #6765 from hrydgard/thin3d
Switch UI drawing from GL to Thin3D. This activates the D3D9 path as well.
2014-08-23 10:52:21 +02:00
Henrik Rydgard
7ae886afa9 Update native 2014-08-23 10:51:47 +02:00
Henrik Rydgard
308b13fdf0 Set the right ortho matrix for the backend (although doesn't seem to matter too much for 2D) 2014-08-23 10:49:40 +02:00
Henrik Rydgard
e01a97649a Merge branch 'thin3d' of github.com:hrydgard/ppsspp into thin3d 2014-08-23 10:48:03 +02:00
Henrik Rydgard
4231af2c0f Disable OpenGL debug log output 2014-08-23 10:47:32 +02:00
Henrik Rydgård
2faf15f2e6 Merge pull request #6767 from unknownbrackets/thin3d
Buildfix Linux
2014-08-23 10:44:06 +02:00
Henrik Rydgård
b7da82eebb Merge pull request #6762 from unknownbrackets/fpu-rounding
Handle fpu rounding mode at least in jits
2014-08-23 10:43:22 +02:00
Henrik Rydgard
7f4758baae Provide more info to thin3d d3d init 2014-08-23 10:20:57 +02:00
Unknown W. Brackets
0bed77ed0d Buildfix Linux. 2014-08-23 01:20:26 -07:00
Henrik Rydgard
0f973a3276 Get it running on Android again 2014-08-23 09:48:08 +02:00
Unknown W. Brackets
e9b5e6f277 armjit: Maintain rounding mode throughout jit. 2014-08-22 19:57:50 -07:00
Henrik Rydgard
1556234825 Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc. 2014-08-23 01:52:46 +02:00
Henrik Rydgard
a758917919 D3d cleanups and improvements 2014-08-22 22:16:46 +02:00
Henrik Rydgard
00d5793f7d D3D9: Don't crash on bad vertex formats. 2014-08-22 21:27:27 +02:00
Henrik Rydgard
e2ecbb7a4d Convert more UI code to Thin3D 2014-08-22 20:55:18 +02:00
Henrik Rydgard
e539c7009f Hook up DX9 backend. Not really working though, it seems. 2014-08-22 20:55:12 +02:00
Henrik Rydgard
92c3775d95 Start hooking up D3D 2014-08-22 20:55:04 +02:00
Henrik Rydgard
808f05da89 (Partially) slip thin3d underneath DrawBuffer. 2014-08-22 20:54:53 +02:00
Unknown W. Brackets
925557ed47 x86jit: Maintain the rounding mode always.
This should be less often than doing it per block that uses fpu, unless
the game doesn't use fpu much at all.
2014-08-22 09:53:00 -07:00