Unknown W. Brackets
ab3a466621
GLES: Implement vertex range culling.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Not working correctly together. See #10629 .
2018-09-08 20:03:26 -07:00
Unknown W. Brackets
97773d3dd5
TexCache: Fix texture alignment in GLES.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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
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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.
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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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00