3394 Commits

Author SHA1 Message Date
LunaMoo
c20cf39d5d Update GPU.vcxproj 2015-09-07 09:56:59 +02:00
Unknown W. Brackets
85533dad6e Native merge part 2: update build files.
And a couple minor stragglers.
2015-09-06 13:06:57 -07:00
Unknown W. Brackets
e0f85a9c6b Native merge part 1: skip native/ in includes. 2015-09-06 12:19:33 -07:00
Henrik Rydgard
f77a2494ad DrawTriangleSlice lambda: Capture parameters by reference, not copy, to avoid alignment issues. 2015-09-06 19:32:16 +02:00
Henrik Rydgard
fdea85138c Update project files, fix minor issues for VS 2015 2015-09-06 19:32:15 +02:00
Henrik Rydgard
ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
Henrik Rydgard
08735b806f Remove silly use of gstate.SetVSyncInterval 2015-09-06 13:36:33 +02:00
Henrik Rydgard
d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +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
Unknown W. Brackets
764539f814 Clean up GLES logic used in shader gen. 2015-09-05 16:44:17 -07:00
Unknown W. Brackets
fb7c71e41d Simplify NV blit logic. 2015-09-05 16:28:59 -07:00
Unknown W. Brackets
2d0635c3e6 Cut out a bit more USING_GLES2. 2015-09-05 16:28:46 -07:00
Henrik Rydgard
b22850720d Move the CheckGPUFeatures call to the Resize check 2015-09-06 00:13:46 +02:00
Henrik Rydgard
1c0158bfe6 Further reduce the use of ifdef USING_GLES2 and friends. 2015-09-05 23:39:10 +02:00
Henrik Rydgard
0237b84efd Reduce use of #ifdef USING_GLES2 some more 2015-09-05 23:09:06 +02:00
Henrik Rydgard
186d624ef3 Cleanup of FBO+blit flags. Requires the change in native to stop lying. 2015-09-05 22:40:45 +02:00
Henrik Rydgard
5b2ffd1434 Fix some naming, remove NV_draw_texture, move decisions out 2015-09-05 22:11:28 +02:00
Henrik Rydgard
f524049277 Move more GPU feature checks upfront. Re-check when exiting settings menu. 2015-09-05 21:23:58 +02:00
Henrik Rydgard
a71be3f75f Start moving GPU feature compatibility decisions to startup
(and a single, cache-friendly flag field)
2015-09-05 19:58:47 +02:00
Henrik Rydgard
86a02fed61 Minor cleanup 2015-09-05 19:42:58 +02:00
Henrik Rydgard
08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
Henrik Rydgard
488c62e534 This makes slightly more sense than the last commit. 2015-08-29 20:38:19 +02:00
Henrik Rydgard
7b0a31ade5 Adjust D3D depth calculations to get them to match OpenGL as close as I can get it. 2015-08-29 17:43:09 +02:00
Henrik Rydgard
76eacf32f4 Change the offset to 0.0 2015-08-27 18:02:45 +02:00
Henrik Rydgard
2b7d08e3af Also apply the GT fix in D3D, doh 2015-08-27 18:01:00 +02:00
Henrik Rydgard
fd18f14508 Fix GT and hopefully other games that got a black screen 2015-08-27 17:58:41 +02:00
Henrik Rydgard
7e3292d275 Minor optimization 2015-08-26 18:46:55 +02:00
Henrik Rydgard
bf6aef44cd Oops, didn't finish the D3D code 2015-08-26 17:45:21 +02:00
Henrik Rydgard
d89da71057 Get rid of a division in the vertex shader by precomputing the inverse. 2015-08-26 17:40:06 +02:00
Henrik Rydgard
5dbc8abd94 experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded) 2015-08-26 17:28:34 +02:00
Henrik Rydgard
dedd2b60e4 Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense. 2015-08-26 17:02:07 +02:00
Henrik Rydgard
160980ee2e Properly dirty the uniform in Execute_ViewportType 2015-08-26 16:28:10 +02:00
Henrik Rydgard
44ce0c8dee Implement vertex shader depth rounding in DX9 2015-08-26 16:07:40 +02:00
Henrik Rydgard
c91b58ac8e Fix typo. This breaks it again though, strangely. 2015-08-26 16:07:11 +02:00
Henrik Rydgard
fee776b6e0 Correct scale factors for through mode depth rounding. 2015-08-26 15:55:58 +02:00
Henrik Rydgard
9e18fb7e90 Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
a5fb4cffd5 Failed quick attempt at Z rounding in the vshader 2015-08-26 15:25:20 +02:00
Henrik Rydgard
1e8a1b801f Rename viewportX1/X2 etc to scale + center, which is what they actually are. 2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4 Use the gstate.getViewport* accessors. 2015-08-26 15:24:35 +02:00
Unknown W. Brackets
95d4f88e01 Read depth values as floats on OpenGL.
This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
Unknown W. Brackets
ba15718db3 Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.

Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Henrik Rydgård
22e5431b1b operator precedence fix 2015-08-05 13:39:05 +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
d7c76cb1da Refactor: More work towards getting rid of gstate accesses from the framebuffer manager 2015-08-05 11:51:24 +02:00
Henrik Rydgard
454a363876 Reorganize all the gstate fetching in FramebufferCommon to one place 2015-08-05 11:36:02 +02:00
Henrik Rydgard
d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard
1c68069083 refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
Henrik Rydgard
b5f7d9346f Minor cleanups in GPU 2015-07-29 13:08:02 +02:00
Henrik Rydgard
c8fe0b2690 Minor simplification, buildfixes 2015-07-29 12:38:31 +02:00
Henrik Rydgard
2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
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