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