Commit Graph
2748 Commits
Author SHA1 Message Date
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 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
Unknown W. Brackets c65f9603bd d3d: Fix some RGBA / ARGB color issues.
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.
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.
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 !
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
Conflicts:
	GPU/Directx9/GPU_DX9.cpp
2014-08-24 10:46:41 +02:00
Ced2911 49cc8e7312 [Gpu] Sync with gles
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
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
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
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
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
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
Handle doubled alpha blending using premultiplication
2014-08-22 10:06:24 +02:00
Henrik Rydgård d52c87d82c Merge pull request #6722 from sum2012/wwe
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.
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.
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.
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.
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.
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.
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.
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
Add Buffer Scalling Filter option
2014-08-19 07:55:45 +02:00
Henrik Rydgård 671b7c351a Merge pull request #6732 from neobrain/master
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.
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.
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.
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
Rename u32_le stackAddr to u32
2014-08-17 16:52:06 +08:00
JimLee168 8099281928 check for duplicated stack addresses
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