Henrik Rydgard
639d56aa27
Remove a few minor differences between the state mapping code in the two backends
2015-11-12 18:11:32 +01:00
Henrik Rydgard
7e3cd987cd
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
2015-11-12 14:47:43 +01:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
Henrik Rydgard
85229efef4
D3D9: Generate shaders directly from shader IDs, just like we do in GL.
2015-10-25 00:34:23 +02:00
Henrik Rydgard
b07b002040
Introduce "Compatibility Flags".
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These should be used very restrictively, see comment in Compatibility.h.
Should help #8004 , by disabling depth rounding in Fight Night round 3.
2015-09-27 01:23:20 +02:00
Henrik Rydgard
3232e46c36
Make debug build nearly warning free in MSVC 2015
2015-09-17 22:02:15 +02:00
Henrik Rydgard
72ae497350
Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.
2015-09-06 12:42:15 +02:00
Henrik Rydgard
44ce0c8dee
Implement vertex shader depth rounding in DX9
2015-08-26 16:07:40 +02:00
Henrik Rydgard
d7f4c47c22
Refactor: Even more getting rid of gstate access in the framebuffer manager.
2015-08-05 12:13:14 +02:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
38a31fbd8b
Get rid of more uses of gstate from SplineCommon
2015-07-29 12:04:52 +02:00
Henrik Rydgard
53f062b7b2
refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions
2015-07-29 11:40:45 +02:00
Henrik Rydgard
0b2a1dfe53
Profile a few more scopes
2015-05-26 00:39:27 +02:00
Unknown W. Brackets
7d2507e0cc
d3d9: Also track bone matrices for morph here.
2015-05-16 21:54:07 -07:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets
6b26e1a591
Read pending vertex data before exiting gpu loop.
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Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Henrik Rydgard
78190f3e8c
DX9: Hook up the depalettize code. Doesn't work yet though.
2015-03-01 11:24:45 -08:00
Unknown W. Brackets
c37d41c88c
Assert state on first frame.
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This won't matter much for games, but makes tests run more sanely.
2014-12-30 15:26:16 -08:00
Unknown W. Brackets
0a6a70f53f
Allow switching cpu thread on/off ingame.
2014-12-20 17:39:42 -08:00
Unknown W. Brackets
962d8c5224
dx9: Take screenshots (fixes #7197.)
2014-12-20 08:31:56 -08:00
xebra
51afbdd490
[spline/bezier]Fix the remains of differences between dx9 and opengl.
2014-12-16 22:27:45 +09:00
Henrik Rydgard
c62255f1d9
GetPointerUnchecked is ok around display list pc, checked elsewhere
2014-10-19 23:13:54 +02:00
Henrik Rydgard
e22fed8b9f
Use unordered_map where it makes sense. Very tiny speed boost?
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Also some microoptimizations.
2014-10-19 21:12:25 +02:00
Unknown W. Brackets
feada0ee65
Adjust some logging.
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Report logic op more correctly, cleanup an incorrect log.
2014-09-28 15:13:52 -07:00
Henrik Rydgard
cef5f5be40
Fix DX9 bbox crash (DrawEngine::decoded wasn't initialized, because it also existed in the DX9 draw engine)
2014-09-17 21:31:22 +02:00
Unknown W. Brackets
01bdb6e160
Cleanup some minor vertex cache stuff.
2014-09-15 07:08:55 -07:00
Unknown W. Brackets
64d955ea49
d3d: Share the bounding box code.
2014-09-14 14:04:09 -07:00
Henrik Rydgård
2b4ff04c32
Merge pull request #6902 from unknownbrackets/gpu-convergence
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d3d: Handle block transfers
2014-09-14 11:06:15 +02:00
Unknown W. Brackets
d332452077
d3d: Track memory copies/uploads/downloads.
2014-09-13 17:59:21 -07:00
Unknown W. Brackets
9d24de3269
d3d: Oops, switch over block transfer logic.
2014-09-13 17:28:35 -07:00
Unknown W. Brackets
b9d7ffe484
d3d: Support the Danganronpa hack.
2014-09-13 16:47:23 -07:00
Henrik Rydgard
170e88838f
Slightly improve GPU disassembly
2014-09-13 23:51:07 +02:00
Unknown W. Brackets
6f991a1042
d3d: Add FlushBeforeCopy().
2014-09-13 14:23:18 -07:00
Unknown W. Brackets
dc5afe9b38
d3d: Converge DrawPixels() logic.
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This makes render to offset actually work properly.
2014-09-13 13:09:26 -07:00
Henrik Rydgard
0818d8ea8d
dx9: More execute functions
2014-09-13 20:55:29 +02:00
Henrik Rydgard
21545e31c6
More convergence (tex stuff)
2014-09-13 17:20:55 +02:00
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
2f569533f3
Fix burnout depth issue by dirtying the proj matrix on viewport change
2014-09-13 14:08:07 +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 Rydgård
405f67fbef
Merge pull request #6870 from hrydgard/vtxdec-centralize
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Centralize the vertex decoder
2014-09-13 01:03:22 +02:00
Unknown W. Brackets
ca33ddd4db
d3d: Fix some missing Releases() in debug code.
2014-09-11 23:52:06 -07:00
Henrik Rydgard
38b803aba4
DX9: Enable vtxdec JIT, buildfix
2014-09-12 02:00:34 +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
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
d59aa06a3b
d3d: Improve GE debugger with render-to-tex.
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Also fix a crash in oddly sized framebuffers.
2014-09-09 01:42:21 -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
52c1b37465
d3d: Handle texture swizzling in ge preview.
2014-09-08 21:25:37 -07:00