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