Peter Tissen
6f2962e0c3
make sure all the counters are increased by the correct value
2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7
don't try to access past the number of vertices when drawing rectangles
2015-02-02 22:08:33 +01:00
Unknown W. Brackets
12405c3944
Disassemble the "continue previous" prim.
2015-02-01 01:21:28 -08:00
Unknown W. Brackets
e4a24efda3
Don't show the op twice in the GE debugger.
2015-02-01 01:21:04 -08:00
Henrik Rydgard
2df04bab3b
Oops, fix mistake in spline drawing
2015-01-29 16:30:52 +01:00
Henrik Rydgard
3801062f76
Oops, forgot one in D3D
2015-01-29 16:06:02 +01:00
Henrik Rydgard
033798c796
Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
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Might help #7386
2015-01-29 16:04:00 +01:00
sum2012
cb039081ac
Add "hardware transform error" translate
2015-01-29 07:20:14 +08:00
Henrik Rydgard
f55e0abc93
Experiment, trying to fix #7336 : Make sure that a clear is the very first thing to happen in a frame.
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Also a minor warning fix.
2015-01-26 00:25:48 +01:00
Unknown W. Brackets
f1bca47432
Fix shaders leaking on game exit.
2015-01-24 20:36:58 -08:00
Unknown W. Brackets
0d9e0b16dd
Fix textures leaking on game exit.
2015-01-24 20:36:01 -08:00
Coldbird
72d5845532
Fixed Indentation + Moved Cardboard Menu
2015-01-24 20:01:09 +01:00
Coldbird
2b940ddf17
Fixed Framebuffer Blitting on Cardboard
2015-01-24 17:39:59 +01:00
Coldbird
b08c7012f1
Add Google Cardboard Support
2015-01-24 17:39:59 +01:00
Henrik Rydgard
4ebdf49fb6
Update ffmpeg to master, also switching to static linking of MSVCRT. Don't forget to update your submodules!
2015-01-24 13:30:37 +01:00
Luna
1c3903504b
Remove leftovers
2015-01-23 16:48:50 +01:00
Luna
9c544de689
Oops, that's what I get for copy&paste:P
2015-01-23 12:39:19 +01:00
Luna
ff9d33d2a7
Move the hack to FramebufferCommon.cpp and rename.
2015-01-23 10:40:49 +01:00
Luna
722d34e09a
Add Bloom Effect Smoothing hack
2015-01-23 02:08:20 +01:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
07933cad42
Revert "Minor optimizations, add a failsafe"
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This reverts commit 48e4d1edae
.
2015-01-22 19:52:58 +01:00
Henrik Rydgard
9c64351578
Revert "Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge"
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This reverts commit 08eaa6e1f7
.
2015-01-22 19:52:49 +01:00
Henrik Rydgard
08eaa6e1f7
Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge
2015-01-20 22:48:39 +01:00
Henrik Rydgard
48e4d1edae
Minor optimizations, add a failsafe
2015-01-20 20:08:12 +01:00
Henrik Rydgard
7faddd6100
Consolidate the two TextureScaler copies into one.
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Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Henrik Rydgard
4d1c1e41f3
Optimize and consolidate color conversion a bit
2015-01-20 17:32:55 +01:00
Henrik Rydgard
2623a48b4a
Centralize color conversion functions in Common/ColorConv.
2015-01-20 17:32:54 +01:00
Unknown W. Brackets
d1b3dcffd8
Fix another potential divide by zero.
2015-01-19 08:45:19 -08:00
Unknown W. Brackets
05feac3eb0
Fix a potential divide by zero.
2015-01-19 08:43:43 -08:00
Unknown W. Brackets
0d6c002cb0
Fix a very unlikely sign extend glitch.
2015-01-19 08:41:53 -08:00
Unknown W. Brackets
e3b7ddb258
Clarify enum usage.
2015-01-18 13:26:26 -08:00
Unknown W. Brackets
ee1085b060
Oops, deleted too early.
2015-01-18 13:18:17 -08:00
Unknown W. Brackets
3fcf695159
Fix an unlikely leak on error.
2015-01-17 18:45:03 -08:00
Unknown W. Brackets
340029f333
Avoid a bad buffer access on GE_PRIM_KEEP_PREVIOUS.
2015-01-17 18:43:01 -08:00
Unknown W. Brackets
795088001c
Avoid passing a GPUstate by value.
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Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
Henrik Rydgard
c2500744e1
D3D9 rectangle rendering fix (maxindex)
2015-01-15 23:58:07 +01:00
Unknown W. Brackets
d663cda2de
Transform rects using indices.
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Not a hge difference. Minor cleanup.
2015-01-15 12:26:35 -08:00
Henrik Rydgard
df62bc42b7
D3D shader generator: Fix an issue with 4x3 vs 4x4 matrices that caused warnings to be reported (I think).
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Make the GL code for this case (skinning without normal) more similar.
2015-01-12 20:37:33 +01:00
Unknown W. Brackets
f311d4008d
Leave VBOs and index buffers bound for reuse.
2015-01-11 17:03:45 -08:00
Unknown W. Brackets
40ea889b6a
Cache the VBO/index buffer to avoid redundancy.
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Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
Henrik Rydgard
2cc1bd327a
Make the reporting option more prominent. Also move a few options around.
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Very minor change in indexgenerator.
2015-01-11 00:12:32 +01:00
Unknown W. Brackets
5cea64316a
Avoid using an offset framebuffer for large tex.
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When texturing from the entire 512 height of a framebuffer, we still
should not trigger the offset framebuffer code. This is expected to help
Danball Senki BOOST but not break Breath of Fire 3.
2015-01-06 20:57:19 -08:00
Henrik Rydgard
a4a95c9b4b
D3D9: Restore accidentally-commented-out blit functionality
2015-01-06 13:00:03 +01:00
Unknown W. Brackets
06e9d7680a
Handle a case of 480x360 framebuffers.
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Region and scissor are 480x360, but viewport is just default (also,
throughmode is on.) We could add more checks, but just the height being a
bit higher is already unusual, so should be relatively safe.
Fixes #7277 .
2015-01-06 00:02:05 -08:00
Henrik Rydgard
a9b010b0cd
Add a basic debug console UI to the devmenu that shows some log scrollback and has a little command line.
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Useful for debugging on non-Windows in the future. For now non-mobile only (although may lift that restriction later)
2015-01-05 01:25:23 +01:00
Henrik Rydgard
3d8e30e4c7
Fix #6898 - buttons could disappear in non-buffered rendering
2015-01-04 18:00:59 +01:00
Unknown W. Brackets
7f7bf937fc
Scale UVs in through and non-through.
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This also shows them scaled to the w/h in the vertex preview, which is
probably easier to read and matches positions.
Additionally, fixes textures drawn fully not being highlighted at all.
2015-01-03 17:16:16 -08:00
Unknown W. Brackets
7ecff0acd6
Support more screenshot framebuffer formats.
2014-12-31 16:17:23 -08:00
Unknown W. Brackets
a2385b5840
dx9: Only use anisotropic when filter was linear.
2014-12-30 15:28:55 -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
46717fa266
dx9: Correct off-by-one to the right on tex upload.
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As seen in tests. But I'm pretty sure we're still off.
2014-12-30 15:25:40 -08:00
Unknown W. Brackets
2a1279b521
dx9: Don't force alpha to 1.
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This was removed from GLES also. Depal ends up using this shader for
flipped blits, and it screws up alpha.
2014-12-30 13:18:36 -08:00
Henrik Rydgård
f74add91e2
Merge pull request #7202 from unknownbrackets/cpu-thread
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Allow switching cpu thread on/off ingame
2014-12-24 19:15:51 +01:00
Henrik Rydgård
3706414454
Merge pull request #7209 from unknownbrackets/texcache
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Avoid killing textures unless we have several mb
2014-12-22 09:42:30 +01:00
Unknown W. Brackets
d097999fad
Avoid killing textures unless we have several mb.
2014-12-21 17:00:55 -08:00
Henrik Rydgard
eaa1f0c23d
Port over the fog NaN/inf fixes from OpenGL to Direct3D. Fixes skies in Outrun and probably a few other things
2014-12-22 00:48:16 +01:00
Unknown W. Brackets
8900f17f99
dx9: Correct half-pixel offset.
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This fixes the pixel of blank space at the top, and the gpu/commands/basic
test.
2014-12-21 10:37:35 -08:00
Unknown W. Brackets
b9e78dab9c
dx9: Small optimization to viewport scaling.
2014-12-21 10:35:04 -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
Unknown W. Brackets
7ce431067b
dx9: Correct framebuffer download scaling.
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Fixes the menu background in Tales of Phantasia X.
2014-12-18 23:03:19 -08:00
Unknown W. Brackets
d0dd2cbb31
dx9: Fix a crash on textures used as RT.
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We don't always have a texture pointer.
2014-12-18 22:51:46 -08:00
Unknown W. Brackets
0fc311a319
dx9: Compensate for viewport w/h adjustments.
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Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Henrik Rydgård
a9be90229a
Merge pull request #7140 from AbandonedCart/master
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use libc++ for iOS to avoid additional directives
2014-12-18 22:38:14 +01:00
xebra
1a6102178c
[spline/bezier]Remove unnecessary initialization of array.
2014-12-16 22:30:06 +09:00
xebra
51afbdd490
[spline/bezier]Fix the remains of differences between dx9 and opengl.
2014-12-16 22:27:45 +09:00
Henrik Rydgard
d9e543fdd2
Reduce PowerVR blockiness problems on older GPU revisions. #7153 #7150
2014-12-15 01:16:07 +01:00
Henrik Rydgard
f424bf73ae
GLES: Implement a custom modulo function for PowerVR. Fixes blockiness, see #7153 and #7150
2014-12-14 20:59:21 +01:00
Henrik Rydgard
e2d2950865
Add a sanity check for shader linking, active in debug mode
2014-12-14 20:17:29 +01:00
Henrik Rydgard
b4b7cd0722
GLES: Merge the two ShaderID classes as they are identical.
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I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
2014-12-14 19:24:11 +01:00
Unknown W. Brackets
31ba44bc5d
dx9: Clean up some differences in spline code.
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Hmm, the spell effects look wrong. Maybe a separate bug.
2014-12-14 09:26:12 -08:00
Unknown W. Brackets
74aec01d0f
dx9: Fix splines and beziers in Direct3D.
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Fixes #7181 .
2014-12-14 09:26:12 -08:00
Unknown W. Brackets
2e9f492b24
Silence an initialization warning.
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Pretty sure it's wrong but this isn't that hot anyway.
2014-12-13 18:36:28 -08:00
Henrik Rydgard
8974cd675e
Workaround silly PowerVR driver bug, prevent mipmapping on framebuffer textures
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Not sure if these actually help anything in practice though. At least gets rid of debug log spam from the driver..
2014-12-14 01:24:01 +01:00
Unknown W. Brackets
7ed67ad066
Use floats and SSE for spline colors.
2014-12-13 10:36:09 -08:00
Unknown W. Brackets
e130c1648d
Clean up some conversion warnings.
2014-12-13 10:35:47 -08:00
Unknown W. Brackets
ef73487fca
Fix Vec4::SetZero() not clearing all lanes.
2014-12-13 10:35:16 -08:00
Henrik Rydgård
a767c8e704
Merge pull request #7176 from xebra/spline_bezier2
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Fix huge bezier patch issue
2014-12-13 18:14:59 +01:00
xebra
7577a49832
[spline/bezier]Fix huge bezier patch issue related to #5500
2014-12-14 01:49:48 +09:00
Henrik Rydgård
5d6d552e57
Merge pull request #7175 from xebra/spline_bezier
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Improve spline/bezier tesselation
2014-12-13 17:45:15 +01:00
xebra
5659361d51
[spline/bezier]Control points don't need big memory size than tesselated vertices.
2014-12-14 01:33:40 +09:00
xebra
43e3028add
[spline/bezier]Writing vertices to the buffer directly.
2014-12-14 01:08:00 +09:00
Lioncash
dc436aebe8
GPU: Get rid of unused variable warnings
2014-12-12 09:29:41 -05:00
xebra
51a5935d9a
[spline/bezier]Bernstein function does not need to calculate at the edges.
2014-12-10 01:50:28 +09:00
xebra
9a83c99e19
[spline/bezier]Precompute bernstein derivative functions.
2014-12-10 01:41:02 +09:00
xebra
8ef4a61bf6
[spline/bezier]Spline subdivision counts should be 2 or higher. Related to #4234 #7111
2014-12-09 02:42:52 +09:00
xebra
96bb991e45
[spline/bezier]Temporary fix to avoid a crash when bezier u/v counts are less than 4. Reported on #4888 .
2014-12-09 02:24:46 +09:00
Unknown W. Brackets
5538452e2a
Fix a warning.
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I want to keep the default missing for warnings.
2014-12-07 15:41:11 -08:00
Lioncash
a962bc5a6c
Mark some functions as const
2014-12-07 17:08:13 -05:00
Henrik Rydgard
308e45420a
GLES: Add some currently unused information to the opcode table. Keep downcount in a local as much as possible.
2014-12-06 11:35:02 +01:00
TwistedUmbrella
3f4d58b0b2
use libc++ for iOS to avoid additional directives
2014-12-05 19:47:02 -05:00
Unknown W. Brackets
bafa7d0670
Add git-version to more than just Core.
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This won't catch native or armips, but it will catch more before and still
won't make the build wrongly dirty all the time.
See #5575 .
2014-12-02 22:55:19 -08:00
Henrik Rydgård
4c06232a17
Merge pull request #7125 from xebra/spline_bezier2
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Fix spline tex coords perfectly correct.
2014-12-02 21:53:08 +01:00
xebra
f6b937fe59
[spline/bezier]Fix sometimes spline disappear in medium quality. Reported on #7111 .
2014-12-03 01:49:08 +09:00
xebra
2d59a15ade
[spline/bezier]Fix spline tex coords correctly, it seems perfect!
2014-12-03 01:26:40 +09:00
Henrik Rydgard
ff68e32f88
Try to fix flat/smooth shade mode issue (caused shader mismatches)
2014-12-02 01:13:26 +01:00
Henrik Rydgard
da1352c924
Don't bother specifying smooth shading, it's the default.
2014-12-02 00:57:51 +01:00
xebra
f032936575
Fix flat shading for unsupported hardware.
2014-12-01 19:16:20 +09:00
xebra
fe051f30a2
[spline/bezier]Fix surface normal at flat shading.
2014-11-29 21:58:11 +09:00
xebra
34fe8300ab
Support flat shading.
2014-11-28 18:59:14 +09:00
xebra
b0ab0295ba
[spline/bezier]Fix decoded buffer access violation.
2014-11-27 19:01:07 +09:00
xebra
3c1f4b5cb7
Merge branch 'spline/bezier'
2014-11-26 16:37:18 +09:00
xebra
ad22ffc679
[spline/bezier]Support medium quality. It's half of high quality. High quality is the original.
2014-11-26 12:23:02 +09:00
Henrik Rydgard
a6eb4c7e73
Warning fix
2014-11-25 23:57:11 +01:00
xebra
368ebf7da3
[spline/bezier]Fix order of quad indices.
2014-11-25 23:48:22 +09:00
xebra
8cc7d8c71a
[spline/bezier]Fix patch subdivision counts correctly.
2014-11-25 23:47:29 +09:00
xebra
ab0eeb18f3
[spline/bezier]Support drawing primitives lines and points.
2014-11-25 22:32:50 +09:00
xebra
f0ef073307
Fix NormalizeVertices() for indexed vertices.
2014-11-25 21:24:54 +09:00
Henrik Rydgård
811a27a6e6
Merge pull request #7069 from level99procrastinator/depth-range-hack-for-psp2
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Workaround for graphics glitch in Phantasy Star Portable 2
2014-11-20 14:09:30 +01:00
xSacha
88b1c00a67
MIPS: Complete MIPSX rename for buildfix.
2014-11-19 07:55:44 +10:00
xSacha
3172fa22e2
Integrate new MIPS emitter.
2014-11-18 08:40:57 -08:00
Henrik Rydgard
53b5d331b4
Assorted minor optimizations
2014-11-17 21:21:44 +01:00
Henrik Rydgard
4422b3deb7
x86: Minor soft-skinning optimization
2014-11-16 17:43:29 +01:00
Sacha
92b0f3b7d9
Minor change. Fix build.
2014-11-13 23:45:45 +10:00
xSacha
57e4088216
Introduce fake vertex decoder JIT as well.
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Compiles and links on CI20 but gets unknown crash in GL driver.
2014-11-13 17:10:29 +10:00
Unknown W. Brackets
c02172ebd5
vertexjit: Oops, this wasn't supposed to be there.
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Fixes #7081 .
2014-11-11 08:31:27 -08:00
Sacha
1ba9103cef
Better support for new archs.
2014-11-11 22:55:49 +10:00
level99procrastinator
52d6f40ec8
Make sure no NaN goes into projection matrix.
2014-11-09 20:34:23 +08:00
Unknown W. Brackets
a838459627
vertexjit: Optimize weights on x64 (not 32-bit.)
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A few percent in Gods Eater Burst and Kingdom Hearts.
2014-11-08 15:16:02 -08:00
level99procrastinator
6fa0fe48a4
Move the hack from GPU/GLES/StateMapping.cpp to GPU/GLES/ShaderManager.cpp
2014-11-09 01:26:24 +08:00
level99procrastinator
a98980d28b
Workaround for graphics glitch in Phantasy Star Portable 2
2014-11-08 20:31:17 +08:00
Unknown W. Brackets
59c1485e64
Fix typo.
2014-11-06 08:51:15 -08:00
Unknown W. Brackets
fba0110073
Properly clamp some iterative snprintf()s.
2014-11-05 08:06:15 -08:00
Unknown W. Brackets
ebb9f68c3e
u_lightpos is always set when lights are available.
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Tiny optimization.
2014-11-05 00:57:22 -08:00
Unknown W. Brackets
c0804427ef
Merge remote-tracking branch pull/7047.
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And fix the whitespace + optimize the pngs.
2014-11-04 01:46:00 -08:00
TwistedUmbrella
07f0478425
Xcode 6 / iPhone 6 compatibility updates
2014-11-04 03:37:40 -05:00
Unknown W. Brackets
416182b4ba
Update to xBRZ 1.1.
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Keeping the channel swap stuff and other changes, though.
2014-11-02 14:17:24 -08:00
Henrik Rydgård
763e5c9c4b
Merge pull request #7035 from unknownbrackets/gpu-minor
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Always clamp in ToRGB[A]?()
2014-10-31 18:17:39 +01:00
Unknown W. Brackets
9f7dbec050
Missing include for Linux/etc.
2014-10-31 09:51:17 -07:00
Unknown W. Brackets
eee3ac79f4
Always clamp in ToRGB[A]?().
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Before we only clamped with SSE, better to be consistent. This may also
be slightly faster.
2014-10-31 09:07:54 -07:00
Henrik Rydgard
3377db4910
D3D: Reduce logspam
2014-10-31 00:18:40 +01:00
Henrik Rydgard
0df4afce67
Didn't mean to keep this check.
2014-10-30 01:04:08 +01:00
Unknown W. Brackets
1b12b57e21
Fix reversed consts in hand-neon texhash.
2014-10-29 16:38:40 -07:00
Unknown W. Brackets
faea860c27
Attempt to match the SSE2 version of the hash.
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Not tested, don't currently have an ARM device. May or may not have a
performance hit.
2014-10-29 16:37:45 -07:00
Unknown W. Brackets
3977f5a8ec
Add a non-SSE implementation of the QuickTexHash.
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This way we can use it as a stable value for texture replacements.
2014-10-29 16:37:44 -07:00
Henrik Rydgard
1fe2af3421
Fix D3D NFSU crash #7030 in a cleaner way than #7033 :)
2014-10-29 23:51:23 +01:00
Unknown W. Brackets
2b16b5b79b
Use XXH64 on 64-bit systems.
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I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
Henrik Rydgard
d24abb3af0
More GetPointer cleanup. memCardDirectory->memStickDirectory.
2014-10-19 23:20:51 +02:00
Henrik Rydgard
d17aa4738a
Some more GetPointer cleanup
2014-10-19 23:19:51 +02:00
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
Henrik Rydgard
7cb5e7f53f
Some very minor optimizations. Remove little-used stat counter.
2014-10-19 21:12:25 +02:00
Henrik Rydgard
3c55f81b87
Fix #6988 (crash under startup of GTA Chinatown Wars)
2014-10-18 11:26:51 +02:00
Henrik Rydgard
8177b4c43b
Avoid an ifdef using PTRBITS
2014-10-12 19:35:55 +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
Unknown W. Brackets
32fc4c7676
d3d9: Try harder to get a shader compile error.
2014-09-26 21:32:22 -07:00
Unknown W. Brackets
358462a7f4
Add a .gitattributes to normalize newlines.
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No code changes.
2014-09-26 21:20:50 -07:00
Unknown W. Brackets
b97af10a6d
d3d9: Show error when default shaders fail.
2014-09-26 21:20:50 -07:00
chinhodado
7b4b0eb0a0
Use E_FAIL instead of -1 and clean up
2014-09-26 15:55:21 -04:00
Unknown W. Brackets
67a54504c7
Oops, left the comment in the wrong one.
2014-09-24 23:11:47 -07:00
Unknown W. Brackets
cee2827172
Normalize newlines, no code changes.
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We really shouldn't let mixed newlines creep into the codebase.
They're annoying.
2014-09-24 23:10:13 -07:00
Unknown W. Brackets
d1e992736b
Simplify the viewport code a bit.
2014-09-24 23:09:09 -07:00
Henrik Rydgård
abb294ff7d
Merge pull request #6940 from unknownbrackets/blend-logicop
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d3d9: Emulate some logic ops with blending
2014-09-24 09:30:58 +02:00
Unknown W. Brackets
81592e9cf5
gles: Avoid pow(<= 0, 0) entirely, undefined.
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Should work on more driver versions. Fixes #6941 .
2014-09-23 23:59:32 -07:00
Unknown W. Brackets
c88b66b308
d3d9: Emulate some logic ops with blending.
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This makes Brave Story's intro visible. Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets
199e6bcd3b
Avoid crashing when calling an invalid address.
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We already have a check, let's use it properly.
2014-09-23 08:31:29 -07:00
Unknown W. Brackets
9bcffc5b4d
Fix divide by zero in memcpy checks.
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Happened in Resistance demo.
2014-09-21 21:36:26 -07:00
Henrik Rydgård
b9d3443e1b
Merge pull request #6931 from CPkmn/patch-6
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D3D9 Get maxAnisotropyLevel from device caps
2014-09-21 22:31:31 +02:00
Unknown W. Brackets
dc6c88d147
d3d9: Mask out alpha using KEEP stencil op.
2014-09-21 12:47:39 -07:00
Unknown W. Brackets
6618681d05
d3d9: Oops, can't use shader blending anyway.
2014-09-21 12:17:16 -07:00
Unknown W. Brackets
4e50eed85b
d3d9: Specify tex stage for binding framebuf color.
2014-09-21 12:11:17 -07:00
Henrik Rydgard
718d7e291f
d3d9: Add BindFramebufferColor().
2014-09-21 12:05:29 -07:00
Unknown W. Brackets
856154a5f9
d3d9: Replace alpha and premultiply blend.
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Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Unknown W. Brackets
6e34fe1c4b
d3d9: Fix fbo tex clamp (usually shadows.)
2014-09-21 11:07:02 -07:00
Unknown W. Brackets
ccb6e99e07
d3d9: Disable color doubling without tex.
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As the PSP does.
2014-09-21 10:58:21 -07:00
Unknown W. Brackets
8bf13d4214
d3d9: Add stencil and blend replacement helpers.
2014-09-21 10:56:54 -07:00
Unknown W. Brackets
e3d6f19a2e
d3d9: Update some not-yet-used ps uniforms.
2014-09-21 10:41:44 -07:00
Unknown W. Brackets
9355322824
d3d9: Fix shader compile error X3014.
2014-09-21 09:05:47 -07:00
Unknown W. Brackets
4210ba44eb
Clean up a few more ImmPtr() cases.
2014-09-21 08:34:27 -07:00
Unknown W. Brackets
a62f88d1f8
d3d9: Oops, don't need this, no prescale.
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Hmm, trying to reduce differences, though...
2014-09-21 00:09:38 -07:00
Unknown W. Brackets
77b2da7345
d3d9: Update some areas of the pix shader.
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Will eventually want this to have the clamping etc.
2014-09-21 00:07:07 -07:00
Unknown W. Brackets
6f38c21ccc
d3d9: Make the vertex shaders more similar.
2014-09-20 23:55:48 -07:00
CPkmn
d0b225df7c
D3D9 Get maxAnisotropyLevel from device caps
2014-09-20 22:39:01 -07:00
Henrik Rydgard
34f7b90c1d
DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
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Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Unknown W. Brackets
6d08b363c2
d3d9: Use a half-pixel offset when drawing a tex.
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Fixes half pixel offset issues (center of pixels is 0,0 in d3d9, but
texels are at 0.5/w,0.5/h.)
2014-09-20 08:30:30 -07:00
Unknown W. Brackets
8d4a642787
Merge pull request #6925 from hrydgard/d3d9-matrixopt
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D3D9 - use 4x3 matrices where possible
2014-09-20 08:26:42 -07:00
Henrik Rydgard
98337c68f3
DX9: fix type in texture filter selection
2014-09-20 14:06:02 +02:00
Henrik Rydgard
e04b67dad4
When aniso filtering is enabled, force it on for min filtering but not for mag filtering.
2014-09-20 13:04:32 +02:00
Henrik Rydgard
f416978013
DX9: Support anisotropic filtering. Fixes #6929
2014-09-20 10:32:43 +02:00
Henrik Rydgard
9bb5bd6fb3
Of course have to update these as well.
2014-09-19 00:39:34 +02:00
Henrik Rydgard
9c625a79a1
DX9: Use 4x3 matrices for bones too. Compact shader constants.
2014-09-18 23:14:53 +02:00
Henrik Rydgard
6304d60b40
Convert 4x4 to 4x3 matrices where possible (except bones)
2014-09-18 23:08:46 +02:00
Henrik Rydgård
23ade6108d
Merge pull request #6917 from unknownbrackets/vertexjit
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Add x86 weight ToFloat handling for d3d9
2014-09-18 17:48:22 +02:00
Unknown W. Brackets
967df9c018
vertexjit: Use SSE4 in tc u8/u16 code.
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It's not much different for non-SSE 4, might as well be common.
2014-09-17 23:15:24 -07:00
Unknown W. Brackets
5276487611
vertexjit: Use SSE for all weights, u8/u16.
2014-09-17 23:14:36 -07:00
Henrik Rydgard
07c7687052
More code deduplication. Also normalized some line endings.
2014-09-18 00:45:11 +02:00
Henrik Rydgard
6c313385ab
Reduce the diff between the two draw engines
2014-09-18 00:40:25 +02:00
Henrik Rydgard
9755f6ba49
Really set maxindex correctly..
2014-09-17 23:28:46 +02:00
Henrik Rydgard
decdfadabc
DX9: Specify max index correctly
2014-09-17 22:06:34 +02:00
Henrik Rydgard
e07d836d7c
D3D: Specify maxindex correctly in DrawIndexedPrimitive
2014-09-17 22:04:10 +02:00
Henrik Rydgard
60c8cdec39
Clean up some indentation
2014-09-17 22:03:44 +02:00
Henrik Rydgard
5e2c30c640
Move GetCurrentSimpleVertices to DrawEngineCommon
2014-09-17 21:37:53 +02:00
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
4c1061ff4a
vertexjit: Optimize the d3d9 weights a bit.
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Only used without skinning on, or with morph, of course.
2014-09-17 08:39:56 -07:00
Unknown W. Brackets
062bcceeee
Oops, forgot to multiply.
2014-09-17 08:27:44 -07:00
Unknown W. Brackets
f426be59b4
vertexjit: Initial u8/u16 weights for d3d9.
2014-09-16 23:28:35 -07:00
Unknown W. Brackets
37f90597e3
vertexjit: Optimize u8/u16 weights a little.
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Only for uncommon values.
2014-09-16 23:28:28 -07:00
Unknown W. Brackets
94c865b0ab
d3d: Fix auto texture scaling.
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Fixes #6913 .
2014-09-15 07:09:25 -07:00
Unknown W. Brackets
01bdb6e160
Cleanup some minor vertex cache stuff.
2014-09-15 07:08:55 -07:00
Henrik Rydgård
b7a54a23d0
Merge pull request #6910 from unknownbrackets/d3d9
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d3d: Fix some vertex cache glitches, enable bounding box test
2014-09-14 23:38:33 +02:00
Unknown W. Brackets
64d955ea49
d3d: Share the bounding box code.
2014-09-14 14:04:09 -07:00
Unknown W. Brackets
f0c37e3f61
d3d: Use minihashing in the vertex cache.
2014-09-14 13:50:57 -07:00
Unknown W. Brackets
c4b6e74999
d3d: Fix vertex cache alpha flag tracking.
2014-09-14 13:49:59 -07:00
Unknown W. Brackets
d2df54153d
d3d: Fix some issues with the vertex cache.
2014-09-14 13:35:19 -07:00
Henrik Rydgård
ee8178d8e4
Merge pull request #6907 from unknownbrackets/d3d-mipmap
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d3d: Enable mipmapping
2014-09-14 21:40:02 +02:00
Unknown W. Brackets
dc1013ad67
d3d: Add a not-working experiment to blit depth.
2014-09-14 11:54:55 -07:00
Unknown W. Brackets
937fe0ea57
d3d: Use INTZ if supported.
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No performance impact on my card, and allows downloading depth/stencil
data.
2014-09-14 11:20:59 -07:00
Unknown W. Brackets
2c88935755
d3d: Support depth and stencil in the GE debugger.
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But, not with our current depth surfaces.
2014-09-14 11:15:37 -07:00
Unknown W. Brackets
fee1ab98ba
Add support for 24/8 textures in the GE debugger.
2014-09-14 11:13:03 -07:00
Unknown W. Brackets
bccb8dfb1e
d3d: Correct render-to-texture effects.
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Was checking the corners wrong.
2014-09-14 09:37:59 -07:00
Unknown W. Brackets
6af41aeed9
d3d: Enable mipmapping.
2014-09-14 09:14:04 -07:00
Henrik Rydgard
8175c014e2
Warning fixes
2014-09-14 17:38:49 +02:00
Unknown W. Brackets
afd9d864be
Clear alpha only when clearing stencil.
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Not sure if this will fix anything.
2014-09-14 08:00:35 -07:00
Unknown W. Brackets
bb7f3c0762
d3d: Fix silly typo in stencil handling.
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Now it works.
2014-09-14 07:56:48 -07:00
Henrik Rydgard
a074bf1677
Delete some dead and duplicated code
2014-09-14 13:23:36 +02:00
Unknown W. Brackets
71e310aff8
d3d: Initial attempt to upload stencil.
2014-09-14 02:21:41 -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
db4fedcbc0
d3d: Fix a missing include.
2014-09-14 02:01:17 -07:00
Unknown W. Brackets
692cc8dbf1
d3d: Support the Breath of Fire 3 hack.
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Since framebuffers are not always flipped.
2014-09-14 00:49:40 -07:00
Unknown W. Brackets
d48fb04a18
d3d: Declare a couple overrides.
2014-09-14 00:34:52 -07:00
Unknown W. Brackets
b0cad8ecac
d3d: StretchRect properly at > 1x.
2014-09-14 00:26:35 -07:00
Unknown W. Brackets
26978ad7e0
d3d: Allow blit to self in block transfers/etc.
2014-09-13 22:39:54 -07:00
Unknown W. Brackets
8c4c9e554e
d3d: Cache offscreen surfaces.
2014-09-13 22:28:39 -07:00
Unknown W. Brackets
ff3c5075fa
d3d: Apply a half pixel offset when rendering.
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Makes things a lot sharper, although there still seem to be problems.
This makes it so the viewport aligns with pixel edges rather than centers
at whole integers.
2014-09-13 22:08:43 -07:00
Unknown W. Brackets
0d1a529b01
d3d: Fix 4444 framebuffer data upload.
2014-09-13 21:50:38 -07:00
Unknown W. Brackets
95bf3a71dd
d3d: Properly cache the DrawPixels tex size.
2014-09-13 21:45:18 -07:00
Unknown W. Brackets
abb2ce325c
d3d: If possible, use StretchRect() to display.
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May be faster, has less half-pixel offset issues. Still seeing blurriness
problems, but they're better.
2014-09-13 20:31:01 -07:00
Unknown W. Brackets
822c5d9e75
d3d: Use StretchRect() when possible.
2014-09-13 20:08:29 -07:00
Unknown W. Brackets
003aaed9a7
d3d: Dirty the shader when drawing textures.
2014-09-13 20:05:41 -07:00
Unknown W. Brackets
98549aeb51
d3d: Fix download of small sections, oops.
2014-09-13 19:57:49 -07:00
Unknown W. Brackets
e4d5eb5d6c
d3d: Dynamically size the drawPixelsTex_ like gl.
2014-09-13 19:56:08 -07:00
Unknown W. Brackets
6490a4ef44
d3d: Report errors on download/blit/upload.
2014-09-13 19:21:59 -07:00
Unknown W. Brackets
ec4e96b870
d3d: Expliticly bind after fbo_create().
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In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
2014-09-13 18:46:59 -07:00
Unknown W. Brackets
2d530a916f
d3d: Always download 8888, at least for now.
2014-09-13 18:25:45 -07:00
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
ddc9aaa4e8
d3d: Download from the specified region only.
2014-09-13 17:28:05 -07:00
Unknown W. Brackets
c17931c179
d3d: Fix flipped y in framebuf blit.
2014-09-13 17:10:57 -07:00
Unknown W. Brackets
b9d7ffe484
d3d: Support the Danganronpa hack.
2014-09-13 16:47:23 -07:00
Unknown W. Brackets
1f44bf2396
d3d: Don't flip blits when downloading.
2014-09-13 16:39:31 -07:00
Unknown W. Brackets
7f89723d2b
d3d: Initial implementation of framebuf download.
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Not working, or not working properly...
2014-09-13 16:37:59 -07:00
Unknown W. Brackets
2463074530
d3d: Converge block transfer logic.
2014-09-13 15:40:55 -07:00
Unknown W. Brackets
971dd5df1e
d3d: Unify BlitFramebuffer() as well.
2014-09-13 15:12:59 -07:00
Unknown W. Brackets
a4d33d77b7
d3d: Unify ReadFramebufferToMemory() signature.
2014-09-13 15:09:30 -07:00
Unknown W. Brackets
f33515723b
Move ForgetLastTexture() into DrawPixels().
2014-09-13 14:58:05 -07:00
Unknown W. Brackets
96b497f955
d3d: Support arbitrary size framebuf uploads.
2014-09-13 14:54:53 -07:00
Unknown W. Brackets
b79062339b
d3d: Fix colors in UpdateFromMemory().
2014-09-13 14:53:43 -07:00
Henrik Rydgard
170e88838f
Slightly improve GPU disassembly
2014-09-13 23:51:07 +02:00
Henrik Rydgard
02a89306d1
Warning fixes, sprintf->snprintf
2014-09-13 23:51:07 +02:00
Unknown W. Brackets
3dfdddfc5f
d3d: Move UpdateFromMemory() to common.
2014-09-13 14:44:18 -07:00