Unknown W. Brackets
4880c29a90
Use TextureDecoderNEON funcs statically on arm64.
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Not sure if they were being used before (HAVE_ARMV7...?)
2015-05-23 11:30:05 -07:00
Henrik Rydgård
83182a0469
Merge pull request #7739 from hrydgard/screen-rotation
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Implement basic screen rotation as requested in #297
2015-05-18 16:31:19 +02:00
Unknown W. Brackets
1767bd958c
Move color conversion funcs to ColorConv.
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This paves the way a bit for NEON conversion funcs.
2015-05-17 13:45:30 -07:00
Unknown W. Brackets
7d2507e0cc
d3d9: Also track bone matrices for morph here.
2015-05-16 21:54:07 -07:00
Unknown W. Brackets
425ff3d78f
Track bone matrix updates for future morph usage.
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This makes them upload later, if/when they're needed.
Fixes #7746 , Shadow of Destiny artifacts when software skinning is
enabled.
2015-05-16 21:49:25 -07:00
Unknown W. Brackets
c6b55459b1
vertexjit: Skip soft skinning setup when morphing.
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This makes x86 match arm.
2015-05-16 21:47:13 -07:00
Henrik Rydgard
95b6b50fd5
Disable screen rotation in non-buffered rendering (as it won't worK)
2015-05-12 22:44:18 +02:00
Henrik Rydgard
3f7830743a
Implement basic screen rotation as requested in #297 . Does not work correctly in non-buffered rendering yet.
2015-05-12 21:01:15 +02:00
Henrik Rydgard
5d0d67140f
Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738 .
2015-05-12 20:01:04 +02:00
Unknown W. Brackets
b782165b6a
Avoid some division.
2015-05-10 14:39:38 -07:00
Unknown W. Brackets
ea36554c6a
software: Examine v0/v1 for uv rotation.
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If we determine tl/br heuristically, it can never rotate correctly.
Anyway, this still is not rotating correctly...
2015-05-10 14:37:14 -07:00
Unknown W. Brackets
a090b5853f
Process UV rotation even in full transform.
2015-05-10 14:17:20 -07:00
Unknown W. Brackets
4fa50a9a50
Reduce clut allocation size a bit.
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Really think this probably should only be 1024 bytes, but need to work out
some more details before shrinking all the way.
2015-04-26 00:50:47 -07:00
Unknown W. Brackets
ab67c49ae9
Make sure we don't hash outside max bytes.
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If we've never even loaded that much, play it safe.
2015-04-26 00:43:36 -07:00
Unknown W. Brackets
5822faabf9
Make sure to wrap clut indexes at 1024 bytes.
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So that's 256 for 32-bit and 512 for 16-bit.
2015-04-26 00:42:58 -07:00
Unknown W. Brackets
6e50a0b274
Allow depal palette entries to repeat.
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This is what happens if the base is 0x10 in 8888 mode (means | 0x100.)
2015-04-26 00:36:08 -07:00
Unknown W. Brackets
c8fc9b0bf3
Cleanup some incorrect handling of clut offset.
2015-04-26 00:31:00 -07:00
Unknown W. Brackets
5b61c03b7f
Avoid accidental sign ext for > 24 bit clut shift.
2015-04-26 00:26:24 -07:00
Henrik Rydgård
a4a10588ed
Merge pull request #7697 from unknownbrackets/texcache
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Include texture size in the cache key
2015-04-20 00:08:44 +02:00
Henrik Rydgård
e979b3a6ce
Merge pull request #7696 from unknownbrackets/texcache2
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Unswizzle when reading from the swizzled mirror
2015-04-19 10:27:29 +02:00
Henrik Rydgård
52b7bab829
Merge pull request #7698 from unknownbrackets/bezier-minor
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Try to optimize bezier color sampling
2015-04-19 10:24:39 +02:00
Unknown W. Brackets
2e4d20883f
d3d9: Reset viewport when clearing framebuf.
2015-04-18 17:40:21 -07:00
Unknown W. Brackets
eb98d89fc9
d3d9: clear alpha on switch from 565 buffer.
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For parity with OpenGL.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
b12a595325
d3d9: Make sure to clear alpha to zero.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
5ee062c681
Try to optimize bezier color sampling.
2015-04-18 12:47:21 -07:00
Unknown W. Brackets
b726a414d7
Log a reason when invalidating textures.
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Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
58563324bd
Include texture size in cache key.
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This makes Tales of Destiny 2's towns significantly faster. It may
however cause us to keep textures around for longer - but we still account
for them in our metrics and invalidation.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
ce9f404bef
Unswizzle when reading from the swizzled mirror.
2015-04-18 12:39:04 -07:00
Unknown W. Brackets
327ca4c96e
Stub invalid vertex decoder colors to avoid crash.
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These values are invalid, but before we'd call a null pointer if we hit
them. Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
Unknown W. Brackets
42bcea7b41
Report when minz/maxz is used in an effective way.
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As long as it's outside the viewport it should be clipped anyway.
One concern is, does clipenable affect z? A game could depend on that.
2015-04-17 12:59:59 -07:00
Henrik Rydgard
a9ff7c22fe
Reject too-small spline patches. Might help #7690 .
2015-04-17 08:33:05 +02:00
Henrik Rydgard
68893c763f
Spline: Fix an unrelated kind-of-bug
2015-04-16 18:32:37 +02:00
Henrik Rydgard
6587f4de8f
Spline: Fix #7684 by removing awful epsilons that "fixed" off-by-ones depending on vertex count because of fp rounding.
2015-04-16 18:32:13 +02:00
Henrik Rydgard
2e38762708
Spline: Add commented-out sanity check for debugging
2015-04-16 18:22:08 +02:00
Henrik Rydgard
b3305246a3
Spline: Not that it should matter, but move the patch_div clamping down after the subsampling
2015-04-16 18:18:49 +02:00
Henrik Rydgard
6bc9a525f8
Spline: remove n and m, confusing
2015-04-16 18:14:46 +02:00
Unknown W. Brackets
67662ee23f
Force clut address to align to 16.
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Hardware seems to ignore the lower bits when loading.
2015-04-12 22:39:49 -07:00
Unknown W. Brackets
1e8f2c2630
Allow clut load outside valid mem, fill with zero.
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And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Unknown W. Brackets
be7d1d1169
Add a bit of a hack for smaller framebuf memcpys.
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Hopefully this doesn't false-positive in any other games. Helps Valkyrie
Profile's battle entry effect.
2015-04-12 11:05:28 -07:00
Unknown W. Brackets
fa85229d3d
Use a temporary for more code clarity.
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Static analysis thinks there are typos here. Temporary is clearer and
possibly faster depending on compiler intelligence.
2015-04-10 11:48:45 -07:00
Henrik Rydgard
db110d60a1
Rename some colorconv functions
2015-04-08 23:01:17 +02:00
Henrik Rydgard
4621586342
Move simple conversion functions out of the ColorConv header.
2015-04-08 22:52:49 +02:00
Henrik Rydgard
a19ea78b4b
Consolidate the texture scaler code.
2015-04-08 22:52:49 +02:00
Henrik Rydgard
6660985210
Extract a bunch more color conversion loops.
2015-04-08 22:52:48 +02:00
Henrik Rydgard
b5acf15cc9
Extract some explicit loops into calls to color conversion functions.
2015-04-08 22:52:48 +02:00
Henrik Rydgard
c2cf2bd97e
Move some more color conversion functions to ColorConv
2015-04-08 22:52:47 +02:00
Henrik Rydgard
31961eace9
Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
2015-04-08 22:52:46 +02:00
Henrik Rydgard
fdf5c36865
Fix line endings of a few project files to be consistent. Hopefully will avoid the annoying merge issues in the future.
2015-04-08 22:52:45 +02:00
Henrik Rydgård
a67f009679
Merge pull request #7668 from hrydgard/consolidate-spline
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Consolidate spline code
2015-04-08 22:20:55 +02:00
Henrik Rydgard
058499e5bf
De-dupe the spline code
2015-04-08 21:44:54 +02:00