Commit Graph
3315 Commits
Author SHA1 Message Date
Unknown W. Brackets 6b9b00aa16 Assume DUALSOURCE replace alpha means supported.
We already check supports when generating this value, don't need to check
again when using it.
2016-03-05 17:18:04 -08:00
Unknown W. Brackets 8b51bc5b0b Fix debugging and depth packing with old depth.
Which means, OpenGL in general right now.
2016-02-07 22:42:47 -08:00
Unknown W. Brackets f1c06d25ea Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well.  There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets 87b75235e7 Improve depth accuracy a bit in 16-bit slice mode. 2016-02-06 20:02:18 -08:00
Victor Xie dc32805256 Made commit 0920f6c a little more robust.
Eliminated division-by-zero when depth range is zero.
2016-02-01 13:17:15 +08:00
Unknown W. Brackets c593b7cdfd Ignored rendered CLUTs that are in the margins.
Fixes issues with Ridge Racer on some mobile devices.
2016-01-23 09:02:30 -08:00
Unknown W. Brackets e30ab95179 d3d9: Fix maxSeenV when not known.
And just make the code reused between both.  Fixes #8478.
2016-01-22 18:48:54 -08:00
Unknown W. Brackets 0443fbebd0 Add methods to download depth to PSP RAM. 2016-01-20 22:11:03 -08:00
Unknown W. Brackets 2916298695 gedbg: Add scaled 16-bit z support. 2016-01-20 22:11:02 -08:00
Unknown W. Brackets 79750ed1ad Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Henrik Rydgård 4c8384aa09 Merge pull request #8461 from unknownbrackets/gpu-depth
Swap depth range to use minz/maxz
2016-01-20 10:19:51 +01:00
Unknown W. Brackets 02bf70a2d0 Where possible, rewrite 5551 stencil ops too.
We can in most cases fix INVERT, and also INCR so INVERT works when we
can't fix it.

Fixes #8422.
2016-01-19 23:17:58 -08:00
Unknown W. Brackets e00c9940e8 Correct pixel depth rounding. 2016-01-19 20:19:50 -08:00
Unknown W. Brackets 5de7d2cf8f Oops, correctly center depth. 2016-01-19 07:51:56 -08:00
Unknown W. Brackets 6ef97f72d2 gedbg: Show scaled depth values properly. 2016-01-19 07:23:06 -08:00
Unknown W. Brackets b80c02c272 Simulate depth clamping.
We'll allow extra space in both directions.  It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets 0920f6c6eb Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
2016-01-19 07:12:57 -08:00
Henrik Rydgård 07a16705d8 Merge pull request #8452 from unknownbrackets/gpu-mpeg
Resize FBOs when video width is larger
2016-01-19 09:42:13 +01:00
Unknown W. Brackets d1b3768e49 Use a common func everywhere for float depth vals. 2016-01-18 19:29:45 -08:00
Unknown W. Brackets 99eb3f8a94 Instead, let's resize it in case there's rendering. 2016-01-17 23:07:00 -08:00
Unknown W. Brackets 7993866ee4 Invalidate FBOs when video width is larger.
This way we won't try to upload them wrong.  Fixes #8392.
2016-01-17 21:58:49 -08:00
Unknown W. Brackets 0828721bc2 Simplify depth calculation a bit.
This way we keep the original range better, so we should lose less
precision.
2016-01-17 18:30:58 -08:00
Unknown W. Brackets 516147680c Merge pull request #8182 from LunaMoo/minor_cleaning
Move "Display Rotation" and stretching options to display layout editor.
2016-01-17 14:54:39 -08:00
Unknown W. Brackets b40c3fd839 Use video format when uploading to framebuffers.
Expected to help Bounty Hound, #8392.
2016-01-17 12:57:27 -08:00
Henrik Rydgard 790210f6ef Minor fixes 2016-01-17 20:33:22 +01:00
Henrik Rydgard dfa7a252de Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc) 2016-01-17 20:33:21 +01:00
Henrik Rydgard c8b1064d20 GL Cleanup: No longer redundantly store the shader ID inside the shader objects 2016-01-17 20:33:14 +01:00
LunaMooandLuna 6061ad7579 Some improvements, comments and polishing. 2016-01-17 09:21:12 +01:00
LunaMooandLuna e4271fe1bc Integrate stretching options into display layout editor. 2016-01-17 09:18:41 +01:00
LunaMooandLuna 284600b1a7 Move "Display Rotation" to display layout editor.
Fix portrait rotation representation in the editor with auto setting.
Minor cleanup.
2016-01-17 09:18:36 +01:00
Unknown W. Brackets 6b3260df9a Correct SSE alpha check for 4444 textures.
Oops, can't use cmplt here.
2016-01-12 00:20:36 -08:00
Henrik Rydgård d479990595 Merge pull request #8413 from hrydgard/framebuffer-remove-unused
Remove some unused functionality from the framebuffer managers
2016-01-10 23:47:29 +01:00
Unknown W. Brackets c6ffed6484 gedbg: Add mechanics to grab CLUT buffer. 2016-01-10 09:25:19 -08:00
Henrik Rydgard 88ed44189d Remove some unused functionality from the framebuffer managers 2016-01-10 14:59:27 +01:00
Unknown W. Brackets aa0055cea7 Track the running GPU backend separate from config.
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgård 8b27bc51f5 Merge pull request #8389 from unknownbrackets/gpu-memcpy
Refactor VRAM download, optimize rendered CLUTs
2016-01-05 12:49:29 +01:00
Unknown W. Brackets 6b98b99006 Take the closest matching CLUT framebuffer. 2016-01-05 00:42:24 -08:00
Unknown W. Brackets 909d477719 Support CLUTs at an x offset.
Used by Kurohyo 2.  Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
Victor Xie cd63b6d057 Fixed build on Mac OS X. 2016-01-05 14:23:54 +08:00
Unknown W. Brackets 191350ff02 Minor cleanup. 2016-01-04 22:23:37 -08:00
Unknown W. Brackets 19877144ba Avoid redownloading CLUT when reloaded.
In Brave Story, the game reloads the CLUT frequently, but doesn't actually
render to the CLUT that often.  It also switches between a few different
rendered CLUTs - so caching that we've downloaded is a HUGE win.

In case someone reading this message is interested, it actually renders
these CLUT tables from what appears to be a color wheel.  Crazy huh?
2016-01-04 22:21:33 -08:00
Unknown W. Brackets 28a07c70c6 Explicitly download rendered cluts.
This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies.  CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
Unknown W. Brackets a6c64f74d1 Cleanup download process a bit more. 2016-01-04 20:51:43 -08:00
Unknown W. Brackets 4176ee241f Reuse more code between GPUs for download. 2016-01-04 20:40:07 -08:00
Unknown W. Brackets 36c8b043f3 d3d9: Fix CLUT4 optimization color creation.
Fixes #8385.
2016-01-04 07:36:47 -08:00
Henrik Rydgård f0812297a6 Merge pull request #8376 from unknownbrackets/gpu-depth
Correct universally for clamped depth range
2016-01-04 09:55:02 +01:00
Henrik Rydgård f0e19c993d Merge pull request #8377 from unknownbrackets/minor
Improve some ifdef usage, minor GL error fix
2016-01-04 09:44:34 +01:00
Unknown W. Brackets e427d09628 Determine scaleFactor once per frame.
This way, for auto, we can properly treat it like scaleFactor = 1 when the
resolution is small.
2016-01-03 23:06:15 -08:00
Unknown W. Brackets 3aead9584b Oops, fix typo causing clamping to clamp wrong. 2016-01-03 19:59:59 -08:00
Unknown W. Brackets da78ec0b4d Use USING_WIN_UI for desktop Windows console. 2016-01-03 15:10:50 -08:00