Henrik Rydgard
14c8733def
Uniforms/constants aren't shared in D3D, let's not pretend they are.
2014-09-10 12:40:15 +02:00
Henrik Rydgard
6fa1872163
DX9: Disable an annoying warning in vertex shader generator to clean up our reports
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warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
2014-09-10 11:04:37 +02:00
Unknown W. Brackets
417bfc74c3
d3d: Fix drawpixels texture.
2014-09-09 23:55:00 -07:00
Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Henrik Rydgard
8ef326e531
D3D: Remove now-redundant texture coord scaling now that we decode the 8-bit and 16-bit formats in the vertex decoder
2014-09-09 22:32:59 +02:00
Henrik Rydgard
422ae62b63
D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
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MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +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
e3d0703bbb
d3d: Fix texture scaling.
2014-09-09 01:22:11 -07:00
Unknown W. Brackets
02a3ebcb8a
d3d: Add vertex full alpha detection.
2014-09-09 01:03:08 -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
1b12ad1b91
d3d: Fix a shader warning from sw transform.
2014-09-08 22:18:34 -07:00
Unknown W. Brackets
f770b599d9
d3d: Reset scissor/viewport on fbo bind.
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Maybe a better way, the state is forgotten on bind so if we try to set it
again, it'll be ignored. Fixes map in Star Ocean 1.
2014-09-08 22:12:13 -07:00
Unknown W. Brackets
932a593576
d3d: Clamp depth viewport to [0, 1] also.
2014-09-08 21:55:28 -07:00
Unknown W. Brackets
cfee8f81e8
d3d: Oops, typo in texcache.
2014-09-08 21:43:38 -07:00
Unknown W. Brackets
030a9d55e7
d3d: Use unnormalized values for alpha testing.
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Fixes Tales of Eternia's world map, Popolocrois everwhere, etc.
If PowerVR is using this method on GLES, it may be broken for the same
reasons.
2014-09-08 21:37:25 -07:00
Unknown W. Brackets
52c1b37465
d3d: Handle texture swizzling in ge preview.
2014-09-08 21:25:37 -07:00
Unknown W. Brackets
bc6a67babf
d3d: Use unsigned Z in throughmode.
2014-09-08 21:06:26 -07:00
Unknown W. Brackets
8aac734547
d3d: Correct texcoord scale.
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Very obvious in for example LittleBigPlanet.
2014-09-08 21:00:46 -07:00
Unknown W. Brackets
b45711ba94
d3d: Centralize parts of the texture cache.
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Should merge these.
2014-09-08 20:55:56 -07:00
Unknown W. Brackets
375e102647
d3d: Fix some shader issues with tex projection.
2014-09-08 19:33:12 -07:00
Unknown W. Brackets
04147827ee
Account for texel offsets in the frag test lookup.
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Darn, thought this wouldn't be necessary but it is is for 1/255 and other
values.
Without cache:
PowerVR: temp, add, mul, fract, mul, compare
Other: mul, add, floor, compare
With cache: mul, add, texture lookup, compare
2014-09-08 19:04:44 -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.
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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
923c535deb
Merge pull request #6861 from hrydgard/depth-d3d
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Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 14:17:19 -07:00
Henrik Rydgard
0a74243b61
Remove lying comment
2014-09-08 23:14:33 +02:00
Henrik Rydgard
01a1438dce
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 23:10:23 +02:00
Unknown W. Brackets
ac97f1ed96
Avoid a very unlikely fbo leak.
2014-09-08 07:41:23 -07:00
Unknown W. Brackets
7e248376f8
Track the last drawn width/height/format.
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This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets
76d5f67796
Arg, fix color testing from frag test cache.
2014-09-07 23:21:22 -07:00
Unknown W. Brackets
2532639f70
Refactor fbo binding into DrawPixels().
2014-09-07 21:53:22 -07:00
Henrik Rydgård
1985e6db9a
Merge pull request #6853 from unknownbrackets/testcache
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Cache fragment test results using a texture
2014-09-07 23:55:53 +02:00
Unknown W. Brackets
072e9c3a0d
Use a more logical name for the test tex creator.
2014-09-07 14:52:22 -07:00
Henrik Rydgård
d98480085a
Merge pull request #6854 from unknownbrackets/d3d9
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Report shader errors in Direct3D 9, plug some leaks
2014-09-07 23:38:35 +02:00
Unknown W. Brackets
858df90dff
d3d: Release shaders and fbos on shutdown.
2014-09-07 13:15:39 -07:00
Unknown W. Brackets
34b1d13c29
d3d: Release vertex decls on shutdown.
2014-09-07 13:07:12 -07:00
Unknown W. Brackets
564ae9f184
d3d: Report shader compilation failures.
2014-09-07 11:01:19 -07:00
Unknown W. Brackets
4d54cad9bd
d3d: Reduce D3DX leaks.
2014-09-07 10:38:49 -07:00
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
Unknown W. Brackets
0018638458
Support INCR/DECR with stencil value replacement.
2014-08-24 10:24:28 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +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
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 !
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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
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Conflicts:
GPU/Directx9/GPU_DX9.cpp
2014-08-24 10:46:41 +02:00
Ced2911
49cc8e7312
[Gpu] Sync with gles
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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
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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
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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
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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