Henrik Rydgard
bf6aef44cd
Oops, didn't finish the D3D code
2015-08-26 17:45:21 +02:00
Henrik Rydgard
d89da71057
Get rid of a division in the vertex shader by precomputing the inverse.
2015-08-26 17:40:06 +02:00
Henrik Rydgard
5dbc8abd94
experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded)
2015-08-26 17:28:34 +02:00
Henrik Rydgard
dedd2b60e4
Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense.
2015-08-26 17:02:07 +02:00
Henrik Rydgard
160980ee2e
Properly dirty the uniform in Execute_ViewportType
2015-08-26 16:28:10 +02:00
Henrik Rydgard
44ce0c8dee
Implement vertex shader depth rounding in DX9
2015-08-26 16:07:40 +02:00
Henrik Rydgard
c91b58ac8e
Fix typo. This breaks it again though, strangely.
2015-08-26 16:07:11 +02:00
Henrik Rydgard
fee776b6e0
Correct scale factors for through mode depth rounding.
2015-08-26 15:55:58 +02:00
Henrik Rydgard
9e18fb7e90
Round Z in the vertex shader to match a 16-bit Z buffer.
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However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
a5fb4cffd5
Failed quick attempt at Z rounding in the vshader
2015-08-26 15:25:20 +02:00
Henrik Rydgard
1e8a1b801f
Rename viewportX1/X2 etc to scale + center, which is what they actually are.
2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4
Use the gstate.getViewport* accessors.
2015-08-26 15:24:35 +02:00
Unknown W. Brackets
95d4f88e01
Read depth values as floats on OpenGL.
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This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
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ba15718db3
Track hovering in GE debugger to show pixel value.
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This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Henrik Rydgård
22e5431b1b
operator precedence fix
2015-08-05 13:39:05 +02:00
Henrik Rydgard
d7f4c47c22
Refactor: Even more getting rid of gstate access in the framebuffer manager.
2015-08-05 12:13:14 +02:00
Henrik Rydgard
d7c76cb1da
Refactor: More work towards getting rid of gstate accesses from the framebuffer manager
2015-08-05 11:51:24 +02:00
Henrik Rydgard
454a363876
Reorganize all the gstate fetching in FramebufferCommon to one place
2015-08-05 11:36:02 +02:00
Henrik Rydgard
d26b74d4d6
GPU refactor: Move accesses to gstate out of leaf functions
2015-08-05 01:03:49 +02:00
Henrik Rydgard
1c68069083
refactor: Get rid of gstate from depalshadercache
2015-07-29 14:28:51 +02:00
Henrik Rydgard
b5f7d9346f
Minor cleanups in GPU
2015-07-29 13:08:02 +02:00
Henrik Rydgard
c8fe0b2690
Minor simplification, buildfixes
2015-07-29 12:38:31 +02:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
33246ffc8d
Non-x86 buildfix
2015-07-29 12:19:15 +02:00
Henrik Rydgard
38a31fbd8b
Get rid of more uses of gstate from SplineCommon
2015-07-29 12:04:52 +02:00
Henrik Rydgard
cde585a29a
Include dependency cleanup
2015-07-29 11:48:20 +02:00
Henrik Rydgard
53f062b7b2
refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions
2015-07-29 11:40:45 +02:00
Henrik Rydgard
e857bd9a1c
Minor code simplification in texcache
2015-07-29 10:59:02 +02:00
Henrik Rydgard
aae254254b
Fix bad cleanup change, thanks to tapcio for pointing it out in 07b17560f
2015-07-28 01:09:48 +02:00
Henrik Rydgård
07b17560f4
Add some useful accessors to GPUState (backported from a work-in-progress branch)
2015-07-26 12:24:16 +02:00
Henrik Rydgård
6fee2b456c
GPU classes: Replace "virtual" with "override" for free function type checking
2015-07-25 14:23:02 +02:00
Henrik Rydgård
0726912f09
sceDisplay, GPUState cleanup and comments
2015-07-25 09:46:11 +02:00
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7f8cf7f800
arm64: Use XXH64 for vertex hashing, etc.
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Based on benchmarks, it performs better than XXH32 on an A57.
2015-07-22 21:38:01 -07:00
Henrik Rydgard
ea33f50a8a
Minor optimization: Help stupid compilers avoid a division (and a multiplication).
2015-07-22 21:03:27 +02:00
Henrik Rydgard
73e9c3b3a2
profiler: Track framebuffer reads in its own category
2015-07-12 00:44:11 +02:00
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a98706f813
arm64: Correct some offset snapping.
2015-07-05 08:59:36 -07:00
Unknown W. Brackets
46c1030530
arm64: small optimization for weights.
2015-07-05 08:35:51 -07:00
Unknown W. Brackets
809f398760
arm64: Set vertexFullAlpha.
2015-07-05 00:17:06 -07:00
Unknown W. Brackets
37bc3cd347
arm64: Optimize some texcoord and normal decode.
2015-07-04 23:40:11 -07:00
Unknown W. Brackets
f8bb7f3c52
arm64: Optimize pos and nrm conversions.
2015-07-04 18:22:16 -07:00
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75c8ccd2c1
arm64: Update emitter from Dolphin.
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From dolphin-emu/dolphin@d09d59007a .
2015-07-04 00:00:28 -07:00
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8fdceba7ca
Add timing for all the basics.
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This way we can see overall stats for a frame.
2015-07-03 12:05:08 -07:00
vnctdj
e791bea8a9
Consistently use *gr for the Graphics i18n category
2015-07-01 23:50:16 +02:00
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a5cfd1a319
Oops, typo.
2015-06-21 19:58:42 -07:00
Henrik Rydgard
3587b36f86
Minor cleanups in BackgroundAudio and ARM64 vtx dec. Update native.
2015-06-22 00:09:02 +02:00
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2013034bd6
d3d9: Log better when offscreen surface fails.
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We're getting reporting that this is happening.
2015-06-21 12:50:02 -07:00
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33d8c3c1af
Don't report software clut zeroing.
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This has been tested, no need to report anymore.
2015-06-21 12:25:38 -07:00
Unknown W. Brackets
0597b92998
For consistency, push fp regs here too.
2015-06-14 09:24:56 -07:00
Henrik Rydgard
e848247f88
ARM64: Also save FP registers around the JIT dispatcher loop
2015-06-14 13:03:46 +02:00
Henrik Rydgard
2c05334d47
ARM64: Fix bug where we didn't save the FP registers correctly in the vertex decoder.
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Also port a few ops from dolphin's ARM64 emitter.
2015-06-14 12:56:44 +02:00