Commit Graph
197 Commits
Author SHA1 Message Date
Henrik Rydgård 20873f2985 Remove unnecessary ifdef 2013-12-09 16:53:46 +01:00
raven02 75492719e8 std::bind build fix for VS2012 2013-12-09 21:06:38 +08:00
Henrik Rydgård 68b08ffb9f SoftGPU: Quick and dirty lines and points implementation
No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
Unknown W. Brackets cdccf06b62 softgpu: Avoid some ScreenToDrawing() overhead. 2013-12-08 22:38:09 -08:00
Unknown W. Brackets 30394df775 softgpu: Make texture lookups do less math. 2013-12-08 22:37:45 -08:00
Henrik Rydgard bd1d4e2d92 As if softgpu wasn't slow enough already, implement bilinear filtering. 2013-12-09 01:44:23 +01:00
Unknown W. Brackets 637a9de75d Optimize out some clear mode checks.
Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets 598d509fb9 Use multiple threads if available for softgpu.
VIVA OVERHEAD.  But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)

On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Unknown W. Brackets d227b13f36 softgpu: Advance vertex/index address on prim.
Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Henrik Rydgård 428b27903b Merge pull request #4556 from unknownbrackets/ctrl-timing
Adjust ctrl timing (sample and wake after vblank)
2013-11-18 05:06:58 -08:00
Unknown W. Brackets 7a9fe955f8 softgpu: Only check clear mode once for depthtest.
Small, small optimization.  It's only called outside clear mode.
2013-11-17 19:32:21 -08:00
Unknown W. Brackets dfadb67ea1 Avoid some operator overloads.
Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets 1311d71455 softgpu: Fix reversed stencil test funcs.
LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.

With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets 2db98b8669 softgpu: Don't apply logic op to stencil value.
Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets 438928de40 softgpu: Apply stencil op even when depth disabled. 2013-11-10 03:21:00 -08:00
Unknown W. Brackets 5327ce80d5 softgpu: throughmode doesn't disable any tests. 2013-11-10 03:20:59 -08:00
Unknown W. Brackets 5751e0a0a4 softgpu: Simplify color clamping. 2013-11-10 03:20:58 -08:00
Unknown W. Brackets 21deaef35a Invert gstate.getClearModeColorMask().
It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Unknown W. Brackets 5817684e28 softgpu: Never write alpha, only stencil. 2013-11-10 03:20:57 -08:00
Unknown W. Brackets be9fe9ad9a softgpu: Fix stencil read/write in some formats. 2013-11-10 03:20:56 -08:00
Unknown W. Brackets b62e36e997 Support frameskip in softgpu. 2013-10-27 16:50:03 -07:00
Unknown W. Brackets 98e257c95d Add GPU cycle estimation to the softgpu. 2013-10-27 15:05:57 -07:00
Henrik Rydgard f5a63d7d41 Better fix for the UINT_64 define issue on android 2013-10-20 13:52:31 +02:00
Unknown W. Brackets c1897b9e54 Compare stencil correctly based on bitdepth.
All sorts of funny rules.  See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00
Unknown W. Brackets b9811c7c97 Use the slow way to get the softgpu texture.
So that it actually shows what the softgpu is using.
2013-10-07 01:26:48 -07:00
Unknown W. Brackets 5c2d418d95 Read softgpu stencil using existing funcs.
Slower but at least it's the same.
2013-10-07 01:02:58 -07:00
Unknown W. Brackets b9453f82ca Use the full alpha bits for stencil in softgpu.
It works to increment and set the stencil, so it can't be high bits only.
2013-10-07 01:00:43 -07:00
Unknown W. Brackets 31171cc044 Grab the stencil buffer in softgpu debugging. 2013-10-07 00:50:15 -07:00
Unknown W. Brackets d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
Unknown W. Brackets 32f2f045e4 Don't report a loadclut of 0. 2013-10-05 15:41:44 -07:00
Unknown W. Brackets eae6e87620 Simplify lighting clamping in softgpu. 2013-10-05 13:05:32 -07:00
Unknown W. Brackets 013e3f3be2 Add very basic and slow DXT decoding to softgpu. 2013-10-05 12:25:18 -07:00
Unknown W. Brackets 2eb10c3b3f Add basic GetCurrentTexture() to softgpu. 2013-10-05 11:37:14 -07:00
Unknown W. Brackets e79781b1a3 softgpu: Skip the stencil/depth tests in a clear. 2013-09-28 12:15:07 -07:00
Unknown W. Brackets da1d700904 Attempt to support rendering depth/stencil.
But no interface yet.  I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
Unknown W. Brackets 14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets 81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
Henrik Rydgard 424b4cbd5f Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet) 2013-09-24 14:14:04 +02:00
Unknown W. Brackets 6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Henrik Rydgard 82a2f6443d Oops (last commit) 2013-09-21 21:05:15 +02:00
Henrik Rydgard 34341b0373 Minor optimization in swrast 2013-09-21 21:03:43 +02:00
Henrik Rydgard 48aac7cf9f Softgpu: Wrap textures in through mode to avoid crashes in texturing. 2013-09-21 20:28:26 +02:00
The Dax d102baacd0 Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
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 26f935bbe5 Bypass vertex decoder z scaling.
Everything is compared against the u16 value.  This should be correct for
throughmode at least.
2013-09-14 15:48:11 -07:00
Unknown W. Brackets 242879b0ea Remove a bunch of debug logs, sync with gles.
This may fix bad vertex/index addresses, or crashes from the matrix
arrays.  The debug logging is better replaced with "dump this frame".
2013-09-14 14:28:37 -07:00