Commit Graph
23807 Commits
Author SHA1 Message Date
Henrik Rydgård ba2adb8502 Merge pull request #8224 from hrydgard/clear-optimization
Don't clear at the start of frame, only when it's time to actually draw to the backbuffer
2015-11-18 17:58:12 +01:00
Henrik Rydgard 5d6d4a08f4 Change approach somewhat to avoid adding drawing code in the screen manager. 2015-11-18 14:18:35 +01:00
Henrik Rydgard e3d2c65ba0 D3D fixes 2015-11-18 12:25:54 +01:00
Henrik Rydgard af33011fd3 Buildfix 2015-11-18 12:13:36 +01:00
Henrik Rydgard 758ec5a027 Avoid clearing the backbuffer before actually doing any rendering to fbo on every frame - instead, clear when stretching the framebuffer into place. May save quite a bit of bandwidth on tiler GPUs with naive GL drivers. 2015-11-18 12:13:35 +01:00
Unknown W. Brackets ae30933ed8 Open ZFS files using unicode-aware APIs.
May help #8223.
2015-11-17 21:51:55 -08:00
Henrik Rydgård 563ad0fa10 Merge pull request #8219 from unknownbrackets/gpu-logicop
Make logic ops flush on GLES
2015-11-16 01:21:43 +01:00
Unknown W. Brackets 7e71bd653f Allow logic ops in GLES.
We have a backup plan for them now, so they need to flush.

Fixes #2917.
2015-11-15 15:06:37 -08:00
Unknown W. Brackets 2ed8aab2d7 Avoid direct refs to OES_texture_npot.
So that we can control it centrally in GLES_GPU.
2015-11-15 15:06:09 -08:00
Unknown W. Brackets ec79dacc35 Correct weight count display for no weights.
This was causing it to always say unknown weights since the +1 on
weightCount.
2015-11-15 15:03:14 -08:00
Henrik Rydgård 5b21c1aa39 Merge pull request #8174 from hrydgard/remove-option-depthrangehack
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
2015-11-15 23:05:20 +01:00
Henrik Rydgard dd3fd18bd8 Remove a dupe 2015-11-15 23:04:18 +01:00
Henrik Rydgard 8aee6ef2c9 compat.ini: Remove depth range hack for Phantasy Star Portable 1, add for more variations of #2 2015-11-15 23:02:26 +01:00
Henrik Rydgard 4b360a571c Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
I hate doing this, but it's not really better off as an option.

See #8171
2015-11-15 23:00:25 +01:00
Henrik Rydgård cc7b3ba77e Merge pull request #8218 from unknownbrackets/gpu-blend
Correct state leakage on shader blend/self render
2015-11-15 22:57:29 +01:00
Unknown W. Brackets 010a7ac1af Correct state leakage on shader blend/self render.
This makes #2917 look right on desktop with blit and logic ops disabled.
2015-11-15 13:12:29 -08:00
Henrik Rydgård 54535ec72a Merge pull request #8215 from unknownbrackets/savedata
Correct utilityData size calculation for "sizes" savedata call
2015-11-15 22:02:05 +01:00
Henrik Rydgård 91c095e161 Merge pull request #8217 from unknownbrackets/thread-minor
Disallow HLE thread termination in interrupts
2015-11-15 21:08:24 +01:00
Unknown W. Brackets b21f98f2f7 Add a couple missing ignores for MSVC. 2015-11-15 11:45:13 -08:00
Unknown W. Brackets 8c337850fc Disallow thread termination in interrupts.
But only for certain SDK versions, as per testing.
2015-11-15 11:38:59 -08:00
Unknown W. Brackets b71b1bbff9 Initially count the dir for save info size.
Should help #6068, verified by the sizes test and JpcspTrace results.
2015-11-15 10:29:13 -08:00
Henrik Rydgård 12c0272cbc Merge pull request #8213 from unknownbrackets/gpu-minor
Optimize inversed blending modes
2015-11-15 09:35:50 +01:00
Unknown W. Brackets 9df0c2758b Check OpenGL extensions in headless.
This makes some tests more correct on hardware that supports more
features.
2015-11-15 00:17:31 -08:00
Unknown W. Brackets bf7f07f918 Optimize inverse blending modes, where possible.
Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00
Unknown W. Brackets 1be77e3893 Fix crash in headless GPU tests/bad settings.
Really any situation in which sPostShaderName is not exactly "Off", but
said shader doesn't exist.  In headless, it was "".
2015-11-14 11:00:10 -08:00
Henrik Rydgard 3acdd4e237 We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgård e7081f80c1 Merge pull request #8193 from hrydgard/centralize-state-mapping
Centralize blend state mapping
2015-11-14 12:12:35 +01:00
Henrik Rydgard fadb19acc6 Remove a very minor difference between the backends in state mapping 2015-11-14 09:56:36 +01:00
Henrik Rydgård ca9dbec830 Merge pull request #8210 from unknownbrackets/centralize-state-mapping
Don't attempt shader blending in D3D9
2015-11-14 09:27:55 +01:00
Unknown W. Brackets 294f09a61f Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
2015-11-13 23:15:28 -08:00
Unknown W. Brackets 13a09647e2 d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Unknown W. Brackets 3b98229c6f Correct texture preview in D3D9, oops. 2015-11-13 23:10:30 -08:00
Henrik Rydgard 419ea84504 Merge branch 'CarlKenner-FixUISliders' 2015-11-12 19:25:29 +01:00
Henrik Rydgard 2634f7344a Fix some focus/dragging issues with the sliders 2015-11-12 19:25:11 +01:00
Henrik Rydgard 99fe4409d0 Merge branch 'FixUISliders' of https://github.com/CarlKenner/ppsspp into CarlKenner-FixUISliders 2015-11-12 19:01:44 +01:00
Henrik Rydgard 639d56aa27 Remove a few minor differences between the state mapping code in the two backends 2015-11-12 18:11:32 +01:00
Henrik Rydgard df94914a63 D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha

Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard bcd452179f Switch D3D over to use ConvertBlendState 2015-11-12 18:11:21 +01:00
Henrik Rydgard 4a71d4cda2 The ConvertBlendState machinery is now pure, so move it out to GPU/Common 2015-11-12 18:11:20 +01:00
Henrik Rydgard 091fb28f55 Extract the glstate.blendcolor call from ConvertBlendState 2015-11-12 18:11:19 +01:00
Henrik Rydgard 71103cb0ca Make ConvertBlendState into a reasonably pure function with no side effects 2015-11-12 18:11:15 +01:00
Henrik Rydgard e97d771e0f Extract blend state mapping into a function. 2015-11-12 15:57:33 +01:00
Henrik Rydgård ce28ee28f1 Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Henrik Rydgard e6b39d65d3 Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered.. 2015-11-12 15:26:06 +01:00
Henrik Rydgard 45da00d381 Fix viewport offset in gl non-buffered 2015-11-12 15:22:20 +01:00
Henrik Rydgard 7e3cd987cd Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered... 2015-11-12 14:47:43 +01:00
Unknown W. Brackets a821cd3f12 Disable UV range opt. for shader blending FBO.
Obviously this is unsafe, not sure what I was thinking...
2015-11-09 23:31:34 -08:00
Henrik Rydgard 5a8e86e8ba Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse. 2015-11-09 21:57:48 +01:00
Henrik Rydgard 5667f34805 Invert proj matrix offset properly in D3D. 2015-11-09 21:21:55 +01:00
Henrik Rydgard a6ced1d0b4 Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00