Commit Graph
441 Commits
Author SHA1 Message Date
Unknown W. Brackets 85533dad6e Native merge part 2: update build files.
And a couple minor stragglers.
2015-09-06 13:06:57 -07:00
Henrik Rydgard d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
Henrik Rydgard 72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Henrik Rydgard 186d624ef3 Cleanup of FBO+blit flags. Requires the change in native to stop lying. 2015-09-05 22:40:45 +02:00
Henrik Rydgard 86a02fed61 Minor cleanup 2015-09-05 19:42:58 +02:00
Henrik Rydgard 08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
Henrik Rydgard 488c62e534 This makes slightly more sense than the last commit. 2015-08-29 20:38:19 +02:00
Henrik Rydgard 7b0a31ade5 Adjust D3D depth calculations to get them to match OpenGL as close as I can get it. 2015-08-29 17:43:09 +02:00
Henrik Rydgard 76eacf32f4 Change the offset to 0.0 2015-08-27 18:02:45 +02:00
Henrik Rydgard 2b7d08e3af Also apply the GT fix in D3D, doh 2015-08-27 18:01:00 +02:00
Henrik Rydgard bf6aef44cd Oops, didn't finish the D3D code 2015-08-26 17:45:21 +02:00
Henrik Rydgard d89da71057 Get rid of a division in the vertex shader by precomputing the inverse. 2015-08-26 17:40:06 +02:00
Henrik Rydgard 44ce0c8dee Implement vertex shader depth rounding in DX9 2015-08-26 16:07:40 +02:00
Henrik Rydgard 1e8a1b801f Rename viewportX1/X2 etc to scale + center, which is what they actually are. 2015-08-26 15:24:35 +02:00
Henrik Rydgard 29fc9e81a4 Use the gstate.getViewport* accessors. 2015-08-26 15:24:35 +02:00
Henrik Rydgard d7f4c47c22 Refactor: Even more getting rid of gstate access in the framebuffer manager. 2015-08-05 12:13:14 +02:00
Henrik Rydgard 454a363876 Reorganize all the gstate fetching in FramebufferCommon to one place 2015-08-05 11:36:02 +02:00
Henrik Rydgard d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard 1c68069083 refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
Henrik Rydgard b5f7d9346f Minor cleanups in GPU 2015-07-29 13:08:02 +02:00
Henrik Rydgard c8fe0b2690 Minor simplification, buildfixes 2015-07-29 12:38:31 +02:00
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard 38a31fbd8b Get rid of more uses of gstate from SplineCommon 2015-07-29 12:04:52 +02:00
Henrik Rydgard 53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard e857bd9a1c Minor code simplification in texcache 2015-07-29 10:59:02 +02:00
Henrik Rydgård 6fee2b456c GPU classes: Replace "virtual" with "override" for free function type checking 2015-07-25 14:23:02 +02:00
Unknown W. Brackets 7f8cf7f800 arm64: Use XXH64 for vertex hashing, etc.
Based on benchmarks, it performs better than XXH32 on an A57.
2015-07-22 21:38:01 -07:00
Unknown W. Brackets a5cfd1a319 Oops, typo. 2015-06-21 19:58:42 -07:00
Unknown W. Brackets 2013034bd6 d3d9: Log better when offscreen surface fails.
We're getting reporting that this is happening.
2015-06-21 12:50:02 -07:00
Henrik Rydgård 43744b0239 Merge pull request #7741 from hrydgard/frame-profiler
Frame profiler overlay
2015-05-26 00:42:01 +02:00
Henrik Rydgard 0b2a1dfe53 Profile a few more scopes 2015-05-26 00:39:27 +02:00
Unknown W. Brackets 4110a24d8f Fix Direct3D9 framebuffer upload conversion funcs.
All of the 16 bit formats were, afaict, wrong in different ways.
2015-05-25 10:47:37 -07:00
Unknown W. Brackets c75010931c Use SSE in CheckAlpha scanning. 2015-05-24 22:55:43 -07:00
Henrik Rydgård 83182a0469 Merge pull request #7739 from hrydgard/screen-rotation
Implement basic screen rotation as requested in #297
2015-05-18 16:31:19 +02:00
Unknown W. Brackets 7d2507e0cc d3d9: Also track bone matrices for morph here. 2015-05-16 21:54:07 -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 4fa50a9a50 Reduce clut allocation size a bit.
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.
If we've never even loaded that much, play it safe.
2015-04-26 00:43:36 -07:00
Unknown W. Brackets 6e50a0b274 Allow depal palette entries to repeat.
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
Henrik Rydgård a4a10588ed Merge pull request #7697 from unknownbrackets/texcache
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
Unswizzle when reading from the swizzled mirror
2015-04-19 10:27:29 +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.
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 b726a414d7 Log a reason when invalidating textures.
Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets 58563324bd Include texture size in cache key.
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