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
1c3b60a8ee
Allow changing software skinning at runtime.
2014-06-28 21:46:43 -07:00
Unknown W. Brackets
27550a2336
Update some flags in GLES_GPU.
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It's useful to know if we need to have a correct PC value or downcount.
2014-03-29 14:10:35 -07:00
Unknown W. Brackets
61f5d3d360
Initial stab at tracking vertex alpha.
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Not sure what efficient method to use on x86...
2014-03-24 01:26:55 -07:00
Unknown W. Brackets
29f9ea5df6
vertexjit: support 8888 morph on ARM.
2014-03-23 16:26:14 -07:00
Unknown W. Brackets
162f229294
vertexjit: Support the color morphs on x86.
2014-03-22 15:56:29 -07:00
Unknown W. Brackets
fb63dad54e
vertexjit: Implement Morph pos/nrm variants on x86.
2014-03-02 20:11:40 -08:00
Henrik Rydgard
acb3994172
Split VertexDecoder into files for ARM and x86, got too large.
2013-11-24 15:58:15 +01:00
Henrik Rydgard
adde016338
vtxdec sw skin arm: Simplify code, try a slightly different approach.
2013-11-14 23:07:23 +01:00
Henrik Rydgård
9bbdd1907d
Kind-of optimized ARM software skinning (non-NEON)
2013-11-13 18:11:35 +01:00
Henrik Rydgard
6221dbaf5d
Optimize software skinning for x86.
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Can't seem to get a win on Windows vs hardware skinning though, even though
draw calls drop by 2/3rd...
2013-11-13 18:10:58 +01:00
Henrik Rydgard
7e67476b00
Simple unoptimized software skinning.
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Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Henrik Rydgard
381b6d0f05
VertexDecoder JIT: Add the last missing ones except morph, I think.
2013-11-08 12:43:46 +01:00
Henrik Rydgård
367bcf6d4f
Prescale in the vertex dec jit. Needs debugging.
2013-11-07 01:24:53 +01:00
Henrik Rydgard
f0fd7679ce
Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
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Other minor changes and fixes.
2013-11-03 20:15:42 +01:00
Henrik Rydgard
810b1a061f
Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
2013-11-03 15:27:12 +01:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
Unknown W. Brackets
26f935bbe5
Bypass vertex decoder z scaling.
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Everything is compared against the u16 value. This should be correct for
throughmode at least.
2013-09-14 15:48:11 -07:00
Henrik Rydgard
9dcd67fc31
Pass the new sha1/md5 test.
2013-09-03 00:36:55 +02:00
raven02
b523c74686
Minor fix the ERROR_LOG_REPORT_ONCE in ReadColor1()
2013-09-02 19:39:26 +08:00
raven02
ebcccdbb6f
Add DEC_U8A_2
2013-09-02 14:47:15 +08:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
raven02
703d5a70f3
VertexDecoder: Fix a typo #2
2013-07-29 16:41:55 +08:00
Henrik Rydgard
2eaf581bbe
Add experimental UV prescaling hack, hidden as it's not finished yet.
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Most people should ignore this for now, it's a step towards faster skinning in the future.
2013-07-27 23:23:17 +02:00
Henrik Rydgard
8602c276ca
Remove that silly factor 2 for floating point texcoords and weights.
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No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Unknown W. Brackets
6ffaf98d7f
Try to force gcc to notice hasNormal().
2013-07-26 22:50:55 -07:00
Henrik Rydgård
6cb966a5fe
Fix a warning found by the new version of xcode
2013-07-08 23:28:24 +02:00
Unknown W. Brackets
8c4d99270f
Report unsupported vertex formats, initialize.
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Initializing mostly so warnings are happy.
2013-07-07 20:31:06 -07:00
The Dax
8ab734d516
Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314 .
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Also address various coding style issues.
2013-06-26 16:02:52 -04:00
Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00
Henrik Rydgard
d96c588288
Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
2013-03-24 12:28:42 +01:00
Henrik Rydgard
57e82619ca
Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
2013-03-24 01:13:02 +01:00
Henrik Rydgard
b4977610cc
Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
2013-03-23 13:12:52 +01:00
Henrik Rydgard
7995d1418c
Safer float->u16 cast.
2013-02-21 19:10:30 +01:00
Henrik Rydgard
690ebb2e58
Proper fix for the annoying through-mode depth issues.
2013-02-20 22:49:41 +01:00
Henrik Rydgard
67272ec271
Scale Z to 0...1 in through mode.
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(alternatively, could try setting through mode depth range to 65536..0)
2013-02-19 21:38:19 +01:00
raven02
2745bb4f14
pos[0]/[1] are signed while pos[2] is unsigned in 2D transform
2013-02-20 01:37:19 +08:00
raven02
9e38174b14
Clamp pos[2] when transform 2D only
2013-02-20 01:11:26 +08:00
raven02
2ed1b9ee0b
Minor cleanup and use byte(b)/short(s)/float(p)
2013-02-20 00:20:00 +08:00
raven02
9eaf58773b
Add 8 bit for weight type 1
2013-02-19 22:55:46 +08:00
raven02
5ba1775572
pos[2] larger than 65535 is clamped to 65535 and not 0
2013-02-19 22:39:38 +08:00
oioitff
83b2849192
pos[2] is limited between 0 and 65535
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fix the black screen issue for Toaru Majutsu no Index, and Toaru Kagaku no Railgun.
2013-02-19 19:17:15 +08:00
raven02
2bf958b06f
Stylish the case DEC_U8_2/DEC_U16_2/DEC_FLOAT_2
2013-02-17 20:50:17 +08:00
Henrik Rydgard
c695d8dbf1
Yet another UV fix
2013-02-15 20:17:47 +01:00
Unknown W. Brackets
d0ab1c8ffc
Set VertexReader's vtype_ to prevent oddness.
2013-02-14 08:32:37 -08:00
Henrik Rydgard
6b3ddae554
Fix UV error introduced in previous commit
2013-02-06 21:38:19 +01:00
Henrik Rydgard
aaf00e047b
Don't convert texcoords to float either.
2013-02-06 20:30:10 +01:00
Henrik Rydgard
80f4dc4e3a
Fix issue with half sized skinned objects in SW transform.
2013-02-06 19:04:28 +01:00
Henrik Rydgard
bf7ad9e1c9
Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
2013-02-05 18:02:10 +01:00
Henrik Rydgard
bdc467769e
Some shader and vertex format optimizations
2013-02-05 01:37:00 +01:00