Commit Graph
3430 Commits
Author SHA1 Message Date
Peter Thoman 7d2fd0ea31 Removed Bilinear texture filtering option 2013-05-03 10:29:29 +02:00
Unknown W. Brackets 9537be9ebb Don't double src alpha when it's not safe to do so.
Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets df65bb40ac Avoid copying a tex if the PSP format is perfect. 2013-05-03 01:02:00 -07:00
Unknown W. Brackets 57c7b21640 Convert colors before applying clut, not after.
No reason to build it wrong and fix it afterward.
2013-05-03 00:12:42 -07:00
Sacha 8cb0423f32 Avoid name collision with ThreadPool on Windows hosts. Fixes all Linux/Unix cross-compiles from Windows, including Harmattan and Blackberry. 2013-05-03 16:31:53 +10:00
Peter Thoman edf94091db Final Hybrid scaling adjustments & remove debug output 2013-05-03 02:51:07 +02:00
Peter Thoman d8df8a6796 Merge branch 'master' of https://github.com/hrydgard/ppsspp
Conflicts:
	Core/Config.cpp
	Core/Config.h
2013-05-03 00:24:03 +02:00
Henrik Rydgard 6d66577f17 Don't write to transformedvertex.color1[4], it doesn't exist. 2013-05-02 20:18:46 +02:00
Peter Thoman e352432aab Hybrid scaling works now 2013-05-02 20:05:41 +02:00
Peter Thoman d70641d3f2 Manual merge 2013-05-02 14:25:18 +02:00
Peter Thoman 7ae3894365 Added functionality for hybrid scaling (not yet working) 2013-05-02 14:09:46 +02:00
Henrik Rydgard 42a4a1e4ba Brightness fix for scaled RGB565 and RGB5551 textures. Fix broken color conversion in DecodeTexture (which is not normally used). 2013-05-02 10:59:45 +02:00
Henrik Rydgard a125da7af6 Don't scale textures in "kernel" memory (like the 2048x2048 PPGe texture). 2013-05-02 10:18:26 +02:00
Sacha a9529f831d Hack for Meego. For some reason it's not compiling ThreadPool.cpp 2013-05-02 17:34:57 +10:00
Sacha 6a2a308069 Buildfix for Symbian. 2013-05-02 17:06:09 +10:00
Unknown W. Brackets c73657e39a Buildfix for iOS and Android. 2013-05-01 23:31:18 -07:00
Sacha ae9490ad30 Use boost to do C++11 features on Symbian. Use namespaces. 2013-05-02 15:46:41 +10:00
Peter Thoman 3e5023ea97 Refactored Texture Scaling, changed options & gui to separately select scaling level and method 2013-05-01 23:55:34 +02:00
Henrik Rydgård dcff4970bd Merge pull request #1616 from PeterTh/master
Add global threadpool, use it for texture scaling parallelization
2013-05-01 11:51:01 -07:00
Peter Thoman 1f7a3776b3 Only scale textures which were never invalidated 2013-05-01 20:31:57 +02:00
Unknown W. Brackets d412cf5c64 Approximate better with two fixed blend colors.
Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
2013-05-01 08:00:52 -07:00
Peter Thoman e19442a8c1 Eliminated C++11 lambdas 2013-05-01 16:31:28 +02:00
Peter Thoman 95e6a5c4ea Adjusted Texture Scaler to use global threadpool 2013-05-01 14:12:10 +02:00
Peter Thoman af68180319 Parallelized texture scaling 2013-05-01 14:12:09 +02:00
Peter Thoman 5e918a644f Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
Unknown W. Brackets 4009a37692 Improve blending with two fixed colors.
It's not right, but it's less bad.  Maybe there's a better way?

Improves Popolocrois and Lunar (battle) blending issues.
2013-05-01 00:55:30 -07:00
Peter Thoman 2212e7f609 Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately 2013-04-30 17:58:05 +02:00
Henrik Rydgård b7cd4d63e2 Merge pull request #1599 from PeterTh/master
xBRZ texture scaling
2013-04-30 04:29:36 -07:00
Unknown W. Brackets 320951a77c Disasm the GE blend mode better. 2013-04-30 00:17:39 -07:00
Unknown W. Brackets 8f27d03af3 Double alpha at least for a known case.
Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets bc1e0d09d4 Report a possible blend error. 2013-04-30 00:04:00 -07:00
Peter Thoman c7c4ec7c3b Added xBR texture scaling to TextureCache 2013-04-30 03:49:12 +02:00
Peter Thoman 392087f26b Added xBRZ library 2013-04-30 03:44:54 +02:00
Unknown W. Brackets 3a769bb047 Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Unknown W. Brackets b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets 5cea38e405 Reporting: catch information about the GPU. 2013-04-29 00:26:43 -07:00
Unknown W. Brackets acd0b471e7 Make sure that x64 uses all the same opt settings.
There were some differences.  Also, make debug use the same sse mode
release does so they have parity.
2013-04-28 22:22:01 -07:00
Unknown W. Brackets 46e5b84242 Small opt. for common immediately stalled list. 2013-04-28 14:56:38 -07:00
Unknown W. Brackets 597cdbca3f Simplify, don't let InterpretList do downcount. 2013-04-28 14:30:28 -07:00
Unknown W. Brackets 1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
Unknown W. Brackets 5a03888b56 Centralize state and pc changes in the GE.
To make later things easier.
2013-04-28 13:34:29 -07:00
Unknown W. Brackets f6287cb33d Resize the tex buffers to the larger of w/bufw.
Since it's rearranging, it needs the larger, and it might be in place too.
2013-04-28 13:17:01 -07:00
Unknown W. Brackets 89ad3fb41a Swap a couple Unchecked loops for Memcpy calls.
Should be the same or faster, seems clearer anyway...
2013-04-28 11:33:14 -07:00
Unknown W. Brackets 880af79caa Get rid of the duplicate texture decode func.
Just need one, really.
2013-04-28 11:26:00 -07:00
Unknown W. Brackets d0733562f1 Optimize clut reading a tiny bit, use one func. 2013-04-28 11:25:59 -07:00
Unknown W. Brackets 4fe0f59bd7 Fix some missing texture buffer resizes.
I think this is all of them...
2013-04-28 11:25:59 -07:00
Unknown W. Brackets 13aeb9e67f Get rid of the cluthash in the texcache.
It's part of the key now, and better anyway.
2013-04-28 02:40:57 -07:00
Unknown W. Brackets 0cd65102af Cache cluts by hash not address.
This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
2013-04-28 02:38:59 -07:00
Unknown W. Brackets 394a8eaf9e Small optimization to typical 4-bit textures.
These aren't used that often, but this makes them a bit faster.

It also looks cleaner, imho.
2013-04-28 01:53:24 -07:00
Unknown W. Brackets 9427f352c3 Fix black screen when fbo set in first frame.
Because BeginFrame() is actually only called after the first frame.
2013-04-27 15:46:10 -07:00