Commit Graph
201 Commits
Author SHA1 Message Date
Henrik Rydgard 9c64351578 Revert "Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge"
This reverts commit 08eaa6e1f7.
2015-01-22 19:52:49 +01:00
Henrik Rydgard 08eaa6e1f7 Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge 2015-01-20 22:48:39 +01:00
Henrik Rydgard 7faddd6100 Consolidate the two TextureScaler copies into one.
Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Unknown W. Brackets d1b3dcffd8 Fix another potential divide by zero. 2015-01-19 08:45:19 -08:00
Unknown W. Brackets 795088001c Avoid passing a GPUstate by value.
Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
Unknown W. Brackets a2385b5840 dx9: Only use anisotropic when filter was linear. 2014-12-30 15:28:55 -08:00
Unknown W. Brackets d097999fad Avoid killing textures unless we have several mb. 2014-12-21 17:00:55 -08:00
Unknown W. Brackets d0dd2cbb31 dx9: Fix a crash on textures used as RT.
We don't always have a texture pointer.
2014-12-18 22:51:46 -08:00
Unknown W. Brackets 2b16b5b79b Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
CPkmn d0b225df7c D3D9 Get maxAnisotropyLevel from device caps 2014-09-20 22:39:01 -07:00
Henrik Rydgard 34f7b90c1d DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Henrik Rydgard 98337c68f3 DX9: fix type in texture filter selection 2014-09-20 14:06:02 +02:00
Henrik Rydgard e04b67dad4 When aniso filtering is enabled, force it on for min filtering but not for mag filtering. 2014-09-20 13:04:32 +02:00
Henrik Rydgard f416978013 DX9: Support anisotropic filtering. Fixes #6929 2014-09-20 10:32:43 +02:00
Unknown W. Brackets 94c865b0ab d3d: Fix auto texture scaling.
Fixes #6913.
2014-09-15 07:09:25 -07:00
Unknown W. Brackets 6af41aeed9 d3d: Enable mipmapping. 2014-09-14 09:14:04 -07:00
Henrik Rydgard a4ae0f951a Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow) 2014-09-13 15:13:34 +02:00
Unknown W. Brackets c288a52975 d3d: Oops, fix dumb CheckAlpha() mistake. 2014-09-12 08:12:16 -07:00
Unknown W. Brackets 6ae6d53bd7 d3d: Fix CheckAlpha() for 16-bit formats.
Not reversed in d3d, unlike gles.  Fixes #6883.
2014-09-11 22:59:33 -07:00
Henrik Rydgard 422ae62b63 D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
Unknown W. Brackets 8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
Unknown W. Brackets 9af40cb14f d3d: Update the texture cache to mostly match.
Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
Unknown W. Brackets cfee8f81e8 d3d: Oops, typo in texcache. 2014-09-08 21:43:38 -07:00
Unknown W. Brackets b45711ba94 d3d: Centralize parts of the texture cache.
Should merge these.
2014-09-08 20:55:56 -07:00
Unknown W. Brackets 1f51fe7843 d3d: Avoid rewriting textures, just swizzle.
Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets 140eb82821 d3d: Don't flip render-to-tex.
Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Unknown W. Brackets 5e528f673d d3d: Set the lod bias for textures.
Why aren't these caching?
2014-08-26 07:58:09 -07:00
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
Henrik Rydgard 1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Ced2911andHenrik Rydgard 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
Ced2911andHenrik Rydgard 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 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
Unknown W. Brackets f6649794df Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00
Unknown W. Brackets b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets b44d10a91e Move texture unswizzling to decoder, use NEON. 2014-03-22 21:35:16 -07:00
Unknown W. Brackets 15a608a6b9 Check for kernel textures in kernel ram properly.
Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Unknown W. Brackets 0f5aae9c49 Cleanup differences in DirectX9 texcache code. 2014-01-01 15:49:10 -08:00
Unknown W. Brackets db77dcd149 Fix some includes on Windows/etc. 2013-12-29 15:59:36 -08:00
Unknown W. Brackets c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
Sacha ecfe43c149 CityHash is not used anymore, so we won't compile it. 2013-10-28 03:26:00 +10:00
Unknown W. Brackets 75f2995f25 Move some texture deindexing to GPU/Common/. 2013-09-27 22:46:07 -07:00
Unknown W. Brackets b4b0b33f57 Move DXT decoding to GPU/Common/. 2013-09-27 22:46:06 -07:00
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Ced2911 d495cdbdf9 fix 8888 texture decoding 2013-09-18 14:40:33 +02:00
Unknown W. Brackets 5617f07462 Fix dx9 so it builds on Windows (DOES NOT WORK.) 2013-09-15 23:22:10 -07:00
Unknown W. Brackets ad4bd8ed74 softgpu: small optimization, precompute tex info. 2013-09-15 21:39:28 -07:00
Unknown W. Brackets f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
Unknown W. Brackets f55b6a0dbc Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite.  Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00