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
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
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -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
089ee41d9c
Implement a very basic stencil upload.
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This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Henrik Rydgard
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
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Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
cd4cd77938
Clean up defines in MSVC project files.
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This way they're all basically the same. A lot of cases where
debug/release/etc. where inconsistent...
Also, define USING_WIN_UI.
2014-02-08 16:38:44 -08:00
Unknown W. Brackets
2c204e8028
Update project to MSVC 2013 tools.
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Retaining XP support, using SDK 7.1a (v120_xp.) Disables SSE2 flag on x64
since it's implied and causes compile warnings.
2014-02-08 13:41:28 -08:00
Henrik Rydgard
d19d041640
GPU disasm: Show opcodes. Also disable some warnings and update submodules.
2014-01-15 17:00:20 +01:00
Henrik Rydgard
acb3994172
Split VertexDecoder into files for ARM and x86, got too large.
2013-11-24 15:58:15 +01:00
Henrik Rydgård
ab3fe9ba86
Extract the software transform code into its own file.
2013-11-13 14:56:34 +01:00
Unknown W. Brackets
4d47ccd5df
Add a NEON version of the tex hash.
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Should be used only for NEON devices. Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
Unknown W. Brackets
dc91bf2ca3
Move GPU debug step/pause/messages out of Windows/.
2013-10-12 10:03:31 -07:00
Unknown W. Brackets
c8d2c45590
Move GE debugger breakpoints out of Windows/ code.
2013-10-12 10:03:28 -07:00
Henrik Rydgard
e0b19decca
Add generic "PostShader" functionality, replacing FXAA (it's one of them).
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Replaces #4018 , sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
The Dax
d102baacd0
Prep PPSSPP for Visual Studio 2013.
2013-09-17 10:27:06 -04:00
Unknown W. Brackets
5617f07462
Fix dx9 so it builds on Windows (DOES NOT WORK.)
2013-09-15 23:22:10 -07:00
Unknown W. Brackets
f43997a47f
Update bufw handling in all gpus.
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This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
Unknown W. Brackets
f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
8c4503c638
Add a micro version of the DX SDK as submodule, to keep the buildbot running.
2013-09-15 16:15:12 +02:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
Henrik Rydgard
55aa3d13c7
Win32: Switch to a UNICODE build. This took quite a bit of fixing.
2013-08-26 19:00:16 +02:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
d9cd0d1fe9
Been meaning to rename DisplayListInterpreter->GLES_GPU forever
2013-08-20 22:34:47 +02:00
neobrain
edc0dd9e48
GPU: Remove unncessary flags in the VC project file.
2013-08-17 10:50:17 +02:00
Tony Wasserka
a013aad6f1
softgpu: Fix incorrect depth buffer write base address.
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softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00
Tony Wasserka
bfd9266b51
softgpu: Add support for ambient lighting.
2013-08-16 23:48:58 +02:00
Tony Wasserka
2aff3a8575
softgpu: Move clipping code to a separate file.
2013-08-16 23:48:56 +02:00
Tony Wasserka
142f2a3688
softgpu: Move triangle rasterization code to a new file.
2013-08-16 23:48:54 +02:00
Tony Wasserka
1430ca3e73
softgpu: Add transform pipeline functionality.
2013-08-16 23:48:52 +02:00
Tony Wasserka
19c6fedb79
Copy NullGpu to SoftGpu.
2013-08-16 23:48:52 +02:00
Henrik Rydgard
2afbc94734
Turn off RTTI, simulate it where needed.
2013-06-09 13:02:16 +02:00
Henrik Rydgard
b3f3305068
vcproj update: enable multithread build
2013-06-02 23:45:44 +02:00
Peter Thoman
5e918a644f
Moved texture scaling to separate file
2013-05-01 14:12:09 +02:00
Peter Thoman
392087f26b
Added xBRZ library
2013-04-30 03:44:54 +02:00
Unknown W. Brackets
acd0b471e7
Make sure that x64 uses all the same opt settings.
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There were some differences. Also, make debug use the same sse mode
release does so they have parity.
2013-04-28 22:22:01 -07:00
Henrik Rydgard
660d5700e7
Unify some VS project settings
2013-04-27 19:34:41 +02:00
Henrik Rydgard
46b2e15945
Set _CRT_SECURE_NO_WARNINGS
2013-03-16 09:17:39 +01:00
Florent Castelli
6eec4f5d7f
Move display list management to common GPU class
2012-12-29 03:11:35 +01:00
Henrik Rydgård
57b4d658cc
Don't log display lists, instead dump them on demand.
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Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00
Henrik Rydgard
ea07c14c4c
Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
2012-12-21 22:53:24 +01:00
Henrik Rydgard
1b5407f505
Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
2012-12-20 15:07:57 +01:00
Florent Castelli
56175bc505
Defer blend, cull and depth test changes to draw command
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Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
85d5cfd8c4
Add more proper "Null" GPU
2012-11-06 17:05:27 +01:00