Commit Graph
18709 Commits
Author SHA1 Message Date
sum2012 39d814b214 Add back color depth check from https://github.com/hrydgard/ppsspp/commit/f3e002928584d6510b1e186dce2235f5d27c01cd
But in driver error.
2015-08-27 20:26:04 +08:00
Henrik Rydgard f3e0029285 Remove probably outdated and unnecessary color depth check 2015-08-26 23:56:38 +02:00
Henrik Rydgard 7e3292d275 Minor optimization 2015-08-26 18:46:55 +02:00
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.
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
Henrik Rydgård 6096ef30c5 Merge pull request #7919 from pal1000/work
Ignore Windows/win-version.h created since #7908
2015-08-26 14:58:21 +02:00
pal1000 d21357a20f Ignore Windows/win-version.h created since #7908 2015-08-26 12:56:54 +03:00
Unknown W. Brackets 8199b10422 Update submodules. 2015-08-25 18:16:50 -07:00
Henrik Rydgård d11a58b082 Merge pull request #284 from unknownbrackets/gles-runtime
Move some GLES checks to runtime
2015-08-25 09:27:06 +02:00
Unknown W. Brackets e6adf48c38 Fix a glitch when PPSSPP_GIT_VERSION_NO_UPDATE = 1.
Would cause the other version not to generate properly.
2015-08-24 21:07:11 -07:00
Unknown W. Brackets 8487e56b42 Move some GLES checks to runtime. 2015-08-24 20:35:50 -07:00
Henrik Rydgard 4ff8c8c8e0 GEDebugger: Make the pixel info box wider 2015-08-25 01:15:02 +02:00
Henrik Rydgård 7e1eabe5e2 Merge pull request #7918 from unknownbrackets/gedebug-hover
Show pixel value on hover in GE debugger
2015-08-24 19:42:15 +02:00
Henrik Rydgård 9a4c019f08 Merge pull request #7908 from unknownbrackets/win-version-gen
Generate windows version automatically
2015-08-24 19:29:08 +02:00
Unknown W. Brackets 296173317d Let's also show 24-bit values in a 16-bit range. 2015-08-23 17:55:54 -07:00
Unknown W. Brackets 95d4f88e01 Read depth values as floats on OpenGL.
This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
Unknown W. Brackets 50b2160711 Show preview pixel values only when displayed.
This prevents it from showing after resume.
2015-08-23 11:15:52 -07:00
Unknown W. Brackets 720c6a30d5 Add scaled float version to GE debugger preview.
This gives a sense of scale (e.g. 24 vs 16 bit values.)
2015-08-23 09:27:59 -07:00
Unknown W. Brackets ba15718db3 Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.

Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
aroulin 8a09dedf94 x64Emitter: add RCPPS and RCPSS SSE instructions 2015-08-23 16:43:07 +02:00
Unknown W. Brackets c70d519e04 Search the GitHub Desktop git.exe path. 2015-08-16 14:20:09 -07:00
Unknown W. Brackets 4ddc12ce40 Generate windows version automatically.
This allows for the same customization git-version.cpp allows.

Also, improve messaging slightly during build if git is missing, and
disallow reporting for builds generated without version info to make it
clear to users.
2015-08-16 14:03:59 -07:00
Unknown W. Brackets 14fd3136b1 Merge pull request #7897 from thedax/win10update
Make PPSSPP aware of Windows 10 (mostly for the info screen).
2015-08-15 18:27:29 -07:00
Unknown W. Brackets ee2238df40 Merge pull request #7900 from lioncash/arm
Arm64Emitter: Fix FCMEQ/FCMGE '2-reg misc' encodings
2015-08-11 00:22:11 -04:00
Lioncash 959e4e70c0 Arm64Emitter: Fix FCMEQ instruction encoding 2015-08-10 21:12:08 -04:00
Ryan Houdek f67abeeb2e Arm64Emitter: Fix FCMGE instruction encoding 2015-08-10 21:10:31 -04:00
thedax 98d1e5f776 Make PPSSPP aware of Windows 10 (mostly for the info screen). 2015-08-10 03:14:05 -04:00
Unknown W. Brackets 1c61470d0c Blind Windows buildfix
Need to handle the vertex preview coordinates too.
2015-08-08 12:09:34 -04:00
Henrik Rydgård 9baedbcc2a Shorter file path in ILOG/ELOG/WLOG etc on unix-likes 2015-08-06 17:48:51 +02:00
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.
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