Commit Graph
8662 Commits
Author SHA1 Message Date
Unknown W. Brackets ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets 797327eecd GPU: Handle bad fog params as large signed vals.
From tests, it seems they're just treated as valid exponents.

Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Unknown W. Brackets 817b5d7c1c SoftGPU: Support fog on 3D rectangles. 2018-09-09 23:59:48 -07:00
Unknown W. Brackets 022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets 8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets 703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets 8cdead90f9 SoftGPU: Preserve stencil inside logic op func.
Cleaning things up to make it easier to translate.
2018-09-09 18:11:37 -07:00
Unknown W. Brackets 772ed30288 SoftGPU: Avoid extra lookup of old stencil. 2018-09-09 17:00:12 -07:00
Unknown W. Brackets 016d6ba764 D3D11: Fix pow(0, 0) lighting handling.
This was previously fixed in GLES.
2018-09-09 10:25:58 -07:00
Unknown W. Brackets 332788d0b5 GPU: Clean up some shader id flag usage. 2018-09-09 09:59:42 -07:00
Unknown W. Brackets b05f75f667 D3D9: Set alpha mask reference in uniforms.
Just so we don't have surprises later if we implement masking.
2018-09-08 20:05:19 -07:00
Unknown W. Brackets 4dafb163a3 D3D11: Split color test out by component.
Not working correctly together.  See #10629.
2018-09-08 20:03:26 -07:00
Unknown W. Brackets 97773d3dd5 TexCache: Fix texture alignment in GLES.
We must align to 4 bytes, and we aren't always aligned to 16 anymore, so
we must check when dealing with swizzle.
2018-09-08 19:00:30 -07:00
Unknown W. Brackets 2388be544f Debugger: Fix crash in softgpu with no texaddr yet. 2018-09-04 21:54:25 -07:00
Unknown W. Brackets f65edc20a3 TexCache: Optimize DXT5 alpha lerp.
This makes the overall DXT5 decode about 8% faster.
2018-09-02 11:41:27 -07:00
Unknown W. Brackets 3f35221f3b TexCache: Avoid masking out alpha for DXT3/DXT5.
A little faster.  Also refactor colors a bit to be more readable.
2018-09-02 09:53:31 -07:00
Unknown W. Brackets 8ae2b1e6fb TexCache: Optimize DXT3/DXT5 decode to single pass.
This is significantly faster on Vulkan, and in other situations where
we're decoding directly to uncached memory.
2018-09-02 09:30:46 -07:00
Unknown W. Brackets 653129c528 Debugger: Add an event for GE dump recording. 2018-09-01 10:59:37 -07:00
Unknown W. Brackets c10b2035b5 Debugger: Prevent record with no commands.
Should cut down on empty dumps, at least.
2018-09-01 09:51:04 -07:00
Unknown W. Brackets f1afc51994 GE Debugger: Refactor out stepping callback.
In case we have multiple connected debuggers, we don't want just a
callback.  A counter works fine.
2018-09-01 09:41:20 -07:00
Unknown W. Brackets a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Henrik Rydgård 2f060a4c74 Merge pull request #11337 from unknownbrackets/kh-shadow
GPU: Clear alpha more consistently from 565
2018-09-01 09:48:29 +02:00
Unknown W. Brackets 16d7a80980 GPU: Clear alpha more consistently from 565.
Before, the backends all did different things.  Now they are more in sync,
but Vulkan still behaves slightly differently.

Fixes #11326.
2018-08-30 21:00:21 -07:00
Unknown W. Brackets 00daa00ae5 TexCache: Keep maxSeenV on clut variants in sync.
This ensures that we detect changes properly even when they are outside
the max V used with one CLUT.

Fixes #9355, enemy fade out in FF2.
2018-08-29 22:07:27 -07:00
Unknown W. Brackets 22a536fb0c Merge pull request #11307 from hrydgard/discord-mac-linux
Enable Discord integration for Mac and Linux.
2018-08-26 23:04:49 -04:00
Unknown W. Brackets 274b1eaa0e GPU: Fix typo with wrong type.
No behavior change, just fixes a warning.
2018-08-26 11:51:06 -07:00
Henrik Rydgård 3c99d16da7 Merge pull request #11322 from unknownbrackets/texcache
GPU: Fix texture handling on framebuf detach
2018-08-25 21:12:45 +02:00
Henrik Rydgård 569c073497 Merge pull request #11319 from unknownbrackets/logicop
GPU: Apply logic op in more cases
2018-08-25 21:11:48 +02:00
Henrik Rydgård 2aaa013296 Merge pull request #11323 from unknownbrackets/fb-safesize
GPU: Download safe size on next create, too
2018-08-25 21:09:56 +02:00
Unknown W. Brackets 6ee0612a10 Ge: Keep jump/call optim when fast memory on.
This gives a way to validate with fast memory off, and get less crashes.
2018-08-25 10:38:56 -07:00
Unknown W. Brackets d13f76308d Ge: Avoid executing invalid pointers.
May help #3407 and related errors, as well as crashes and execution of
garbage.  This stops immediately on a bad pointer, rather than trying to
push through.
2018-08-25 10:32:32 -07:00
Unknown W. Brackets 7fa20d4734 GPU: Download safe size on next create, too.
In some cases, games will create a series of framebufs.  Before, we
weren't downloading them if they were only used once, as intended.
2018-08-25 10:01:43 -07:00
Unknown W. Brackets 3f48e446b6 GPU: Fix texture handling on framebuf detach.
We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
2018-08-25 09:57:37 -07:00
Unknown W. Brackets 5c01bf61e6 GPU: Apply logic op in more cases.
It has well defined behavior with alpha blending, so let's apply it even
when we're blending.  Fixes #11316.
2018-08-24 21:19:54 -07:00
Unknown W. Brackets 734db3d050 GPU: Refactor logic op simulation for better reuse. 2018-08-24 21:05:27 -07:00
Unknown W. Brackets 44b90f638d SoftGPU: Apply pixel mask for clears.
Turns out it's respected even in clear mode.

Also, confirm logic op and blending interact.
2018-08-24 20:55:49 -07:00
weihuoya 7383e90c19 handle cullface, help to #10597 2018-08-23 12:46:09 +08:00
Unknown W. Brackets cd98c4a266 GLES: Fix direct shader depal on GLES.
Was missing a cast and only worked on some desktop before.
2018-08-18 10:41:59 -07:00
Henrik Rydgård e34378a1c1 Enable Discord integration for Mac and Linux. 2018-08-18 10:11:15 +02:00
Henrik Rydgård 6f173b9134 Harmonize some VS project settings. 2018-08-14 22:41:39 +02:00
Henrik Rydgård 39eb2b4153 Merge pull request #11298 from unknownbrackets/gles-depal
GLES: Enable shader depal with Vulkan fixes
2018-08-13 07:50:13 +02:00
Unknown W. Brackets 70318fda37 GLES: Enable shader depal with Vulkan fixes. 2018-08-12 19:49:08 -07:00
Unknown W. Brackets c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Unknown W. Brackets 06ad9b829f SoftGPU: Oops, correct rounding to make sense.
Was too hasty in that last commit.
2018-08-09 07:13:42 -07:00
Unknown W. Brackets 31d5c39858 SoftGPU: Fix some minor rounding on viewport cull.
Had some tests failing when on the edge due to this.
2018-08-05 20:07:45 -07:00
Unknown W. Brackets e22cc7ef6d SoftGPU: Always clip, without special neg z case.
Depth clamping doesn't change whether it clips.  Also, avoid culling when
a vertex is behind the near plane.
2018-08-05 17:47:05 -07:00
Unknown W. Brackets cd6b1f73c1 SoftGPU: Drop verts only when depth not clamped.
Depth clamping bypasses the 4096x4096 box check.
2018-08-05 17:17:55 -07:00
Unknown W. Brackets 77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets 7885a88c0c GPU: Optimize > 0 alpha test using discard rules.
It should be equally unsafe to use src color as dest blend factor, or
use blending with a subtract or min/max equation.
2018-07-29 11:39:06 -07:00
Unknown W. Brackets 78dc07e7a3 Headless: Fix graphics tests for Vulkan/Direct3D.
Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00