Commit Graph
18709 Commits
Author SHA1 Message Date
Unknown W. Brackets f842d309b2 Swap RGBA/BGRA when comparing screenshot data. 2014-08-30 12:26:12 -07:00
Unknown W. Brackets 9ce5c49978 d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Henrik Rydgård d9fbc1d30e Merge pull request #6809 from unknownbrackets/headless
Allow headless to compare Direct3D 9
2014-08-30 19:44:02 +02:00
Unknown W. Brackets b68be67d9a Workaround headless help not showing graphics. 2014-08-30 09:57:56 -07:00
Unknown W. Brackets bc66a43fb3 Centralize dx9 and gles headless stuff.
Well, could be cleaner, but this way all the comparison stuff works.
2014-08-30 09:55:40 -07:00
Unknown W. Brackets af9e0510c3 Use the debug interface to compare screenshots.
This way it's already implemented in all backends.
2014-08-30 09:45:51 -07:00
Unknown W. Brackets 5e07a40a83 Oops, buildfix Android/etc.
This is not declared there.
2014-08-30 07:13:36 -07:00
Henrik Rydgård 1c8c652d81 Merge pull request #6807 from unknownbrackets/danganronpa-hack
Use 8888, always, for Danganronpa's FBOs
2014-08-30 15:32:06 +02:00
Unknown W. Brackets 361b9a2572 Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
Unknown W. Brackets ca16eb2857 Fix some type conversion warnings. 2014-08-30 02:05:21 -07:00
sum2012 55cb292bad Correct sceKernelSelfStopUnloadModule 's name and logging 2014-08-29 20:36:21 +08:00
sum2012 26b25052c2 Fix sceKernelSelfStopUnloadModule parameters
According to http://code.google.com/p/jpcsp/source/detail?r=3597
2014-08-29 20:31:25 +08:00
Henrik Rydgård c5e80d0999 Merge pull request #6801 from unknownbrackets/d3d
d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle
2014-08-28 11:21:19 +02:00
Henrik Rydgård 413ea36d15 Merge pull request #6800 from unknownbrackets/fbo-bind-opt
Optimize framebuffer binding and blits
2014-08-28 10:29:09 +02:00
Henrik Rydgård 2d4e491d56 Merge pull request #234 from unknownbrackets/fbo-cache
Cache bound fbos, allow unbinding only read
2014-08-28 10:28:14 +02:00
Unknown W. Brackets 4e5778d714 d3d: Correctly disable stencil testing. 2014-08-28 01:21:29 -07:00
Unknown W. Brackets 1f51fe7843 d3d: Avoid rewriting textures, just swizzle.
Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets 5a3a972d95 Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
Unknown W. Brackets 9cab344026 Rebind the fbo after inter-buffer copy.
Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
2014-08-27 23:10:07 -07:00
Unknown W. Brackets fc5d62804e Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
Unknown W. Brackets 77e050d044 Only unbind the read fbo id draw can be skipped. 2014-08-27 23:07:11 -07:00
Unknown W. Brackets fbb85820f7 Update native to cache bound fbos. 2014-08-27 23:07:00 -07:00
Unknown W. Brackets a8b78a46bd Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets f1ec201dbc Cache bound fbos, allow unbinding only read.
This maintains the currently bound fbos, similar to glstate.
So long as these funcs are used, it can prevent duplicate binds.

Binding the same buffer twice comes with a performance penalty.
2014-08-27 23:01:43 -07:00
Unknown W. Brackets 140eb82821 d3d: Don't flip render-to-tex.
Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Sacha 8edf25552f Fix issue with LoadSymbolMap filename 2014-08-27 05:16:06 +10:00
Henrik Rydgård 141d3b657a Merge pull request #6791 from unknownbrackets/d3d
d3d: Enable state caching, fix another color issue, fix scale
2014-08-26 17:26:24 +02:00
Unknown W. Brackets 2191382a7a d3d: Scale positions by 128/32768. 2014-08-26 08:18:24 -07:00
Unknown W. Brackets d987cfea37 d3d: Cache sampler/render state like in GL.
Small 3% performance improvement.  Also, would prefer to have the bugs
from this now rather than later.
2014-08-26 08:08:02 -07:00
Unknown W. Brackets 5e528f673d d3d: Set the lod bias for textures.
Why aren't these caching?
2014-08-26 07:58:09 -07:00
Henrik Rydgård 1f760e691e Merge pull request #6787 from mgaver/patch-7
Update korean.txt
2014-08-26 16:49:54 +02:00
Unknown W. Brackets b8e768066f d3d: Remove another use of D3DCOLOR.
Fixes more colors.
2014-08-26 07:46:22 -07:00
Unknown W. Brackets b4b81744ee Use dst factor w/ dst in reverse sub blending. 2014-08-26 00:39:14 -07:00
Unknown W. Brackets 2448386e8a d3d: Specify clamping incr/decr of stencil. 2014-08-26 00:23:34 -07:00
mgaver 7838ba2f6a Update korean.txt 2014-08-26 11:05:39 +09:00
mgaver 69d29c4d44 Update korean.txt 2014-08-26 09:35:26 +09:00
Henrik Rydgard ae03a855f5 d3d: Apply a half-pixel offset to make 2D ui graphics sharper (d3d texturing...) 2014-08-25 21:33:24 +02:00
Henrik Rydgård 44df3cee06 Merge pull request #6784 from unknownbrackets/d3d
Clean up some normal handling and a shader error in D3D
2014-08-25 18:32:08 +02:00
Unknown W. Brackets 767e6b6df1 d3d: Update native with scissor and text draw fix. 2014-08-25 07:53:15 -07:00
Unknown W. Brackets a34bf158e3 d3d: Clean up some normal handling.
So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
Unknown W. Brackets 170036e171 d3d: Fix another shader compile error. 2014-08-25 07:31:10 -07:00
Henrik Rydgård 196facb355 Merge pull request #233 from unknownbrackets/thin3d
d3d: fix scissoring by using top=actual top
2014-08-25 12:40:44 +02:00
Henrik Rydgård caa34c4db8 Merge pull request #6777 from unknownbrackets/gpu-blend
Use blending to approximate incr/decr/invert
2014-08-25 11:38:08 +02:00
Unknown W. Brackets 78c342889e d3d: Prevent crash on Release() of render-to-tex.
Might be safer to do as we do in GLES and always have a texture...
2014-08-25 02:15:02 -07:00
Unknown W. Brackets a533d76c8e d3d: Convert DXT texture colors.
Doesn't seem like this is 100% correct though, not sure.
2014-08-25 02:00:55 -07:00
Unknown W. Brackets 6f9a83819f d3d: fix bad texture on first text draw.
OpenGL autobinds on create, D3D does not.
2014-08-25 01:54:06 -07:00
Unknown W. Brackets 5e829f06e8 d3d: Fix a shader compiler error. 2014-08-25 01:39:04 -07:00
Unknown W. Brackets 41d699ba98 d3d: Unbreak hardware transform, oops.
This was broken by my earlier commit.  Now we can send colors directly.
2014-08-25 01:16:49 -07:00
Henrik Rydgård 64100dc642 Merge pull request #6780 from unknownbrackets/ge-debugger
Welcome Direct3D9 to the GE debugger family
2014-08-25 09:59:46 +02:00
Henrik Rydgård 902f15ead8 Merge pull request #6781 from unknownbrackets/d3d9
d3d: Fix some RGBA / ARGB color issues.
2014-08-25 09:23:10 +02:00