Commit Graph
20735 Commits
Author SHA1 Message Date
Unknown W. Brackets 48ef1ae8ca Change Win UI constants to use D3D9 not DX. 2016-01-05 23:08:20 -08:00
Unknown W. Brackets b1e10894a4 Don't forget global setting when switching configs.
Fixes #8393.
2016-01-05 23:02:19 -08:00
Unknown W. Brackets 02f6b3dec7 Refactor config setting iteration.
Cleaner.
2016-01-05 23:01:49 -08:00
Unknown W. Brackets aa0055cea7 Track the running GPU backend separate from config.
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgård 8b27bc51f5 Merge pull request #8389 from unknownbrackets/gpu-memcpy
Refactor VRAM download, optimize rendered CLUTs
2016-01-05 12:49:29 +01:00
Unknown W. Brackets 6b98b99006 Take the closest matching CLUT framebuffer. 2016-01-05 00:42:24 -08:00
Unknown W. Brackets 909d477719 Support CLUTs at an x offset.
Used by Kurohyo 2.  Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
Unknown W. Brackets 060ba9302c Merge pull request #8388 from FTPiano/master
Fixed build on Mac OS X.
2016-01-04 22:47:15 -08:00
Victor Xie cd63b6d057 Fixed build on Mac OS X. 2016-01-05 14:23:54 +08:00
Unknown W. Brackets 191350ff02 Minor cleanup. 2016-01-04 22:23:37 -08:00
Unknown W. Brackets 19877144ba Avoid redownloading CLUT when reloaded.
In Brave Story, the game reloads the CLUT frequently, but doesn't actually
render to the CLUT that often.  It also switches between a few different
rendered CLUTs - so caching that we've downloaded is a HUGE win.

In case someone reading this message is interested, it actually renders
these CLUT tables from what appears to be a color wheel.  Crazy huh?
2016-01-04 22:21:33 -08:00
Unknown W. Brackets 095d8cb52a Avoid download/conv of full rows.
Sometimes we don't need the full width, such as when we're downloading a
CLUT.  In Brave Story, the CLUTs overlap in detected width, so this is a
real improvement.
2016-01-04 22:20:12 -08:00
Unknown W. Brackets 63c600d5e2 gedbg: Format flat shading. 2016-01-04 21:46:18 -08:00
Unknown W. Brackets 28a07c70c6 Explicitly download rendered cluts.
This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies.  CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
Unknown W. Brackets 4e088aebb7 Discard blit buffer contents before blit.
This way the GPU doesn't think it needs to load anything, it's all being
overwritten.  If we're only using part of the framebuffer, the other parts
don't matter.
2016-01-04 20:57:54 -08:00
Unknown W. Brackets a6c64f74d1 Cleanup download process a bit more. 2016-01-04 20:51:43 -08:00
Unknown W. Brackets 4176ee241f Reuse more code between GPUs for download. 2016-01-04 20:40:07 -08:00
Unknown W. Brackets 36c8b043f3 d3d9: Fix CLUT4 optimization color creation.
Fixes #8385.
2016-01-04 07:36:47 -08:00
Unknown W. Brackets 9fa6777c3e Fix copy/paste mistake with growing views. 2016-01-04 06:46:06 -08:00
Henrik Rydgård f0812297a6 Merge pull request #8376 from unknownbrackets/gpu-depth
Correct universally for clamped depth range
2016-01-04 09:55:02 +01:00
Henrik Rydgård f0e19c993d Merge pull request #8377 from unknownbrackets/minor
Improve some ifdef usage, minor GL error fix
2016-01-04 09:44:34 +01:00
Henrik Rydgård d4ad1a6645 Merge pull request #8379 from unknownbrackets/clut-render-prep
Refactor some of texcache for clut render changes
2016-01-04 09:43:15 +01:00
Unknown W. Brackets 6cc69ed25f Factor out texture shader application.
This allows it to be reused between depal and indexed textures (second not
implemented yet.)
2016-01-03 23:50:49 -08:00
Unknown W. Brackets 14b350a5fe d3d9: Fix render-to-texture not working.
Broken by a copy/paste mistake in #7870 form OpenGL.
2016-01-03 23:44:43 -08:00
Unknown W. Brackets e427d09628 Determine scaleFactor once per frame.
This way, for auto, we can properly treat it like scaleFactor = 1 when the
resolution is small.
2016-01-03 23:06:15 -08:00
Unknown W. Brackets 3aead9584b Oops, fix typo causing clamping to clamp wrong. 2016-01-03 19:59:59 -08:00
Unknown W. Brackets 7e54368998 Correct depth offset when clamped.
Of course, the scale is already half, so we just need to double for d3d9,
and not double for OpenGL of course.

Our offset is already in [0, 1] so we keep it.
2016-01-03 19:59:35 -08:00
Unknown W. Brackets abc0f27c95 Merge pull request #8373 from daniel229/replacefuncs
Replace functions in games
2016-01-03 17:11:59 -08:00
daniel229 1e984b48ef update functions 2016-01-04 09:08:52 +08:00
Unknown W. Brackets 79263a73e5 Correct invalid enum error in GE debugger. 2016-01-03 15:11:19 -08:00
Unknown W. Brackets da78ec0b4d Use USING_WIN_UI for desktop Windows console. 2016-01-03 15:10:50 -08:00
Unknown W. Brackets d165680ee7 Don't assume _MSC_VER / _WIN32 mean x86/x64. 2016-01-03 15:07:36 -08:00
Unknown W. Brackets 055aa0c881 Fix non-Windows unittest linking issue.
Fixes #8375.
2016-01-03 12:31:14 -08:00
Unknown W. Brackets 529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets d5a37f6311 Merge pull request #8374 from Kingcom/GEDebugger
GEDebugger: Add option to force texture opaqueness
2016-01-03 12:14:14 -08:00
Unknown W. Brackets 18cdf9f352 Remove the depth range hack.
Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Kingcom 1f5c28ca62 GEDebugger: Add option to force texture opaqueness 2016-01-03 20:50:43 +01:00
Unknown W. Brackets 6c38b22467 Fix crashes when running games, tests, etc.
Need the graphicsContext value to stick around.
2016-01-03 11:05:36 -08:00
Unknown W. Brackets 9f24b68756 Update lang submodule. 2016-01-03 10:25:36 -08:00
Henrik Rydgård b29f46f9ac Merge pull request #8363 from unknownbrackets/jit-alloc
Jit: Properly re-allocate when jit is freed a lot
2016-01-03 18:55:12 +01:00
Henrik Rydgård 5bd72ea268 Merge pull request #8347 from hrydgard/graphics-context
Graphics context
2016-01-03 18:54:58 +01:00
daniel229 de8503f83b Replace function in Shinigami to Shoujo 2016-01-03 22:35:46 +08:00
daniel229 05612bbc25 Replace function in Little Busters! Converted Edition 2016-01-03 22:28:38 +08:00
daniel229 3b461a00cc Replace function in ATV Offroad Fury Blazin' Trails 2016-01-03 22:20:50 +08:00
Henrik Rydgård 517c5183ac IOS buildfix 2016-01-03 15:19:43 +01:00
daniel229 107fa1c09a Replace function in ATV Offroad Fury Pro 2016-01-03 22:13:42 +08:00
Henrik Rydgard f7f9f321a0 Qt fixes 2016-01-03 15:03:08 +01:00
Henrik Rydgård 5037cd15e1 Merge pull request #8368 from unknownbrackets/texcache
Correct use of maxV when not yet detected
2016-01-03 09:46:32 +01:00
Unknown W. Brackets 18dbaac3c7 Fix savestate compat with older versions. 2016-01-02 18:50:59 -08:00
Unknown W. Brackets 19c15b17ba Merge pull request #8369 from daniel229/Frame_download_in_SD_Gundam_G_Generation_Portable
Fix flickering in SD Gundam G Generation Portable
2016-01-02 18:01:36 -08:00