Commit Graph
391 Commits
Author SHA1 Message Date
Unknown W. Brackets 1e8f2c2630 Allow clut load outside valid mem, fill with zero.
And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
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 Rydgård a67f009679 Merge pull request #7668 from hrydgard/consolidate-spline
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
Henrik Rydgard 2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Unknown W. Brackets 08032e4b14 Fix a leak in an error condition. 2015-04-08 11:58:00 -07:00
Unknown W. Brackets 10626e356d Avoid a potential divide by zero. 2015-04-08 11:57:59 -07:00
Unknown W. Brackets 2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012 3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012 433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
Unknown W. Brackets 7ee9112425 Avoid constant reload of frequently changed tex.
If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Henrik Rydgård 085ecc0a64 Merge pull request #7591 from unknownbrackets/gpu-framebuf
Better glInvalidateFramebuffer usage, track usage flags better
2015-03-15 11:18:30 +01:00
Unknown W. Brackets 6b26e1a591 Read pending vertex data before exiting gpu loop.
Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Unknown W. Brackets d8478255d4 Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets 7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
Henrik Rydgård 9db4c5f34d Merge pull request #7573 from unknownbrackets/gpu-minor
Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets f0676b0c85 Optimize color tests against zero.
They seem to be somewhat common.  Speeds up Tales of Phantasia X a bit.
2015-03-08 19:08:21 -07:00
Unknown W. Brackets cf7a4ab2cf Avoid shader id data that doesn't change shader.
This may reduce shader switches, or more likely at least total # of
shaders, when alpha test settings are changed but alpha test is not
enabled.
2015-03-08 18:28:59 -07:00
Unknown W. Brackets 04eb83002c Assume lmode does nothing in throughmode. 2015-03-08 18:03:17 -07:00
Unknown W. Brackets fb071a066d d3d9: Change vertex attribute logic to match gles. 2015-03-08 18:01:00 -07:00
Unknown W. Brackets 83e4edbc7c Oops, don't affect hardware transform. 2015-03-08 14:19:44 -07:00
Unknown W. Brackets 39cb74a8d3 Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Henrik Rydgård c0450f7f9e Merge pull request #6920 from hrydgard/dx9-depal
Dx9 depal - needs debugging before merge
2015-03-01 21:04:36 +01:00
Unknown W. Brackets d4e74e6998 d3d9: Clarify a comment. 2015-03-01 11:47:39 -08:00
Unknown W. Brackets 3bc954778c dx9: Explicitly restore viewport after depal.
Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets bda6f0a4b8 dx9: Reset more state before depal draw.
Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard 869f74d1b0 Depal: Apply the half-pixel offset that looked the least wrong. Still not right. 2015-03-01 11:28:04 -08:00
Unknown W. Brackets 7b76f7ae60 d3d: Fix depal flipping and negative z. 2015-03-01 11:28:04 -08:00
Unknown W. Brackets 1dfecbf2b8 d3d: Actually upload the clut texture. 2015-03-01 11:27:28 -08:00
Henrik Rydgard 78190f3e8c DX9: Hook up the depalettize code. Doesn't work yet though. 2015-03-01 11:24:45 -08:00
Henrik Rydgard 13bf0acd28 DX9: Add DepalettizeShader manager (not hooked up, so untested) 2015-03-01 11:16:56 -08:00
Unknown W. Brackets 383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -08:00
Henrik Rydgard 69e099e615 Fix #6398 for DX9 as well 2015-03-01 16:15:13 +01:00
Henrik Rydgård 723d7c224d Merge pull request #7449 from unknownbrackets/xbrz-update
Update to xBRZ 1.2, with its perf improvements
2015-03-01 12:17:15 +01:00
Unknown W. Brackets 7379d37e73 Bail on bad verts after grabbing byte increment. 2015-02-28 01:28:30 -08:00
Henrik Rydgård d990221849 Merge pull request #7509 from unknownbrackets/gpu-minor
Correct full alpha for render-to-texture
2015-02-26 21:56:57 +01:00
The Dax 7104629b24 Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Unknown W. Brackets abace1aa76 For render-to-tex, full alpha on 565 use only.
It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does.  Fixes #7492.
2015-02-21 18:08:50 -08:00
Unknown W. Brackets 0982336565 Oops, fix race in xBRZ buffer alloc. 2015-02-21 15:51:02 -08:00
The Dax 3239e27e84 Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour.
Improves the car colours in Outrun 2006, but like OpenGL, it's still got some areas with the wrong blue hue.
2015-02-17 02:17:24 -05:00
Henrik Rydgard 2df04bab3b Oops, fix mistake in spline drawing 2015-01-29 16:30:52 +01:00
Henrik Rydgard 3801062f76 Oops, forgot one in D3D 2015-01-29 16:06:02 +01:00
Henrik Rydgard 033798c796 Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
2015-01-29 16:04:00 +01:00
Unknown W. Brackets 0d9e0b16dd Fix textures leaking on game exit. 2015-01-24 20:36:01 -08:00
Luna 1c3903504b Remove leftovers 2015-01-23 16:48:50 +01:00