Unknown W. Brackets
78c342889e
d3d: Prevent crash on Release() of render-to-tex.
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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.
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Doesn't seem like this is 100% correct though, not sure.
2014-08-25 02:00:55 -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.
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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
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Welcome Direct3D9 to the GE debugger family
2014-08-25 09:59:46 +02:00
Unknown W. Brackets
c65f9603bd
d3d: Fix some RGBA / ARGB color issues.
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I wonder if we should just send floats here? We denormalize and then
renormalize in software...
2014-08-24 23:34:48 -07:00
Unknown W. Brackets
d2018f4aea
d3d: Copy over the vertex preview stuff.
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Really need to just centralize, I know. But want a debugger that works
first.
2014-08-24 22:19:59 -07:00
Unknown W. Brackets
4a615dc46c
Support BGRA formats in the debugger previews.
2014-08-24 22:08:28 -07:00
Unknown W. Brackets
42aa494aeb
d3d: Get some initial GE previews working.
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Wrong colors.
2014-08-24 21:52:47 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Henrik Rydgard
6011255e6f
D3D: Don't display buffered rendering upside down. Support screen scaling filter setting
2014-08-24 14:04:55 +02:00
Ced2911
fdc5d02e27
[Gpu] Various speedup (texture cache not tested ...)
2014-08-24 13:43:34 +02:00
Ced2911
ef54989598
[Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
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Conflicts:
GPU/Directx9/PixelShaderGeneratorDX9.cpp
GPU/Directx9/ShaderManagerDX9.cpp
GPU/Directx9/VertexDecoderDX9.cpp
2014-08-24 13:43:09 +02:00
Ced2911
9caa783137
[Gpu] Sync with gles
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Conflicts:
GPU/Directx9/GPU_DX9.cpp
2014-08-24 10:46:41 +02:00
Ced2911
49cc8e7312
[Gpu] Sync with gles
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/FramebufferDX9.h
GPU/Directx9/TransformPipelineDX9.cpp
2014-08-24 10:40:16 +02:00
Ced2911
6ee39c9abd
[Gpu] Update
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/FramebufferDX9.h
GPU/Directx9/VertexDecoderDX9.cpp
GPU/Directx9/helper/fbo.cpp
2014-08-24 10:29:47 +02:00
Ced2911
e0c3b5a112
[Gpu] somes fixes, monster hunter 2 run between 140 and 200% with vertex cache enabled
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/GPU_DX9.cpp
GPU/Directx9/VertexDecoderDX9.cpp
GPU/Directx9/helper/global.cpp
2014-08-24 10:21:08 +02:00
Ced2911
ace1e71456
[Misc] Windows fixes
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Conflicts:
GPU/Directx9/TransformPipelineDX9.cpp
GPU/Directx9/VertexDecoderDX9.cpp
GPU/Directx9/helper/fbo.cpp
GPU/Directx9/helper/global.cpp
2014-08-24 10:17:11 +02:00
Henrik Rydgard
dcd8753ee1
Cherry-pick a tiny part of cf41d2af29633146e5b07c8851382efe72491091
2014-08-24 09:56:01 +02:00
Ced2911
d4adc3abb8
[dx9] don't do alpha test in pixel shader, use state mapping
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hrydgard: Cleaned up a bit, disabled by default
Conflicts:
GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Henrik Rydgård
5d836bfa5a
Merge pull request #6765 from hrydgard/thin3d
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Switch UI drawing from GL to Thin3D. This activates the D3D9 path as well.
2014-08-23 10:52:21 +02:00
Henrik Rydgard
1556234825
Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc.
2014-08-23 01:52:46 +02:00
Henrik Rydgard
a758917919
D3d cleanups and improvements
2014-08-22 22:16:46 +02:00
Henrik Rydgard
00d5793f7d
D3D9: Don't crash on bad vertex formats.
2014-08-22 21:27:27 +02:00
Henrik Rydgard
e2ecbb7a4d
Convert more UI code to Thin3D
2014-08-22 20:55:18 +02:00
Henrik Rydgard
e539c7009f
Hook up DX9 backend. Not really working though, it seems.
2014-08-22 20:55:12 +02:00
Henrik Rydgård
f8a4236d58
Merge pull request #6679 from unknownbrackets/gpu-blend
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Handle doubled alpha blending using premultiplication
2014-08-22 10:06:24 +02:00
Henrik Rydgård
d52c87d82c
Merge pull request #6722 from sum2012/wwe
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check for duplicated stack addresses by JimLee168
2014-08-20 16:34:02 +02:00
Unknown W. Brackets
1e057a76b5
Convert all CLUT entries ever loaded.
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Some games reuse previously loaded bytes, like World Neverland. We
displayed bad colors in these cases when we don't convert all the entries.
Technically, this means we're hashing less than used in these cases, but if
we hash more we will get lots of false cache misses.
Fixes #6752 .
2014-08-19 22:31:09 -07:00
Unknown W. Brackets
7f61da2e5a
Add a hack for Silent Hill games.
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Either way has different problems, but it sounds like this will work
better for Silent Hill. Probably still rendering wrong, unfortunately.
2014-08-18 23:20:49 -07:00
Unknown W. Brackets
a43c3771a3
More correctly blend when hitting the frame cap.
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If we hit too many blits per frame, fall back correctly in the shader.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets
422db25277
Optimize fixed color blending that isn't blending.
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Gods Eater Burst uses this, for example.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets
b79e4d22b8
Improve a possible obscure blend mode.
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Seems like this would be likely to get overlap problems.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets
0904085eb5
Avoid using fbo copies for the common 2a + 1-2a.
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We won't even get it right that often since the copy doesn't deal with
overlap properly.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets
5d1b1ab547
Dirty the fixed color when premultiplying.
2014-08-18 23:20:46 -07:00
Unknown W. Brackets
a41333c012
Avoid premultiplying easy fixed colors.
2014-08-18 23:20:46 -07:00
Unknown W. Brackets
24a0dd12ef
Avoid recalculating replaceBlend so many times.
2014-08-18 23:20:45 -07:00
Unknown W. Brackets
44620c92ed
Premultiply for doubled alpha blending if possible.
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This makes the effect more accurate where the values were being clamped
before. Some obscure methods of blending may be slower.
2014-08-18 23:20:45 -07:00
Henrik Rydgård
d234ab03c6
Merge pull request #6696 from LunaMoo/master
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Add Buffer Scalling Filter option
2014-08-19 07:55:45 +02:00
Henrik Rydgård
671b7c351a
Merge pull request #6732 from neobrain/master
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Math3D: Change the vector swizzlers to return const objects.
2014-08-19 07:54:54 +02:00
sum2012
d671675027
fix bracing
2014-08-19 07:04:36 +08:00
Unknown W. Brackets
dc09875eca
Refactor s8/s16 to float conversion.
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It's pretty much all done the same way. Note that normals have always
been a little inconsistent between 127/128 and 32767/32768. But it's
probably not causing a major impact...
2014-08-18 00:47:50 -07:00
Unknown W. Brackets
385df1c54e
Force positions to scale by 128/32768 as psp does.
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This makes everything use floats for positions. On some hardware/drivers,
this may be faster. On some it may be slower. We'll need testing to see
the performance impact.
Fixes Final Fantasy 4's pos misalignments, and probably others (like
Tekken 5 I suspect.)
2014-08-17 14:31:49 -07:00
Unknown W. Brackets
147eb92c95
Fix USE_BONE_ARRAY (currently disabled.)
2014-08-17 10:56:30 -07:00
Tony Wasserka
d09b9fa6a1
Math3D: Change the vector swizzlers to return const objects.
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Otherwise, people might be tempted to do things like "some_vec4.xyz() = some_vec3", which compiles fine but does not do the expected thing because xyz() does not return references.
2014-08-17 18:39:02 +02:00
sum2012
5ac70026c7
Fix save status
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Rename u32_le stackAddr to u32
2014-08-17 16:52:06 +08:00
JimLee168
8099281928
check for duplicated stack addresses
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Based on https://code.google.com/p/jpcsp/source/detail?r=3569
Fix WWE SmackDown! vs. RAW 2006
2014-08-13 21:28:22 +08:00
Luna
62a1023615
Add "Screen Scaling Filter" option
2014-08-08 20:51:15 +02:00
The Dax
ee9eb00656
One last buildfix (please correct if GL_FUNC_ADD is wrong, I just wanted buildbot to work again). https://github.com/hrydgard/ppsspp/pull/6679 should replace this soon.
2014-08-05 00:34:36 -04:00
Unknown W. Brackets
cde9746dab
Buildfix.
2014-08-04 21:09:58 -07:00