Commit Graph
2219 Commits
Author SHA1 Message Date
Unknown W. Brackets 59c1485e64 Fix typo. 2014-11-06 08:51:15 -08:00
Unknown W. Brackets ebb9f68c3e u_lightpos is always set when lights are available.
Tiny optimization.
2014-11-05 00:57:22 -08:00
Unknown W. Brackets c0804427ef Merge remote-tracking branch pull/7047.
And fix the whitespace + optimize the pngs.
2014-11-04 01:46:00 -08:00
TwistedUmbrella 07f0478425 Xcode 6 / iPhone 6 compatibility updates 2014-11-04 03:37:40 -05:00
Unknown W. Brackets 416182b4ba Update to xBRZ 1.1.
Keeping the channel swap stuff and other changes, though.
2014-11-02 14:17:24 -08:00
Henrik Rydgard 1fe2af3421 Fix D3D NFSU crash #7030 in a cleaner way than #7033 :) 2014-10-29 23:51:23 +01:00
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
Henrik Rydgard d17aa4738a Some more GetPointer cleanup 2014-10-19 23:19:51 +02:00
Henrik Rydgard c62255f1d9 GetPointerUnchecked is ok around display list pc, checked elsewhere 2014-10-19 23:13:54 +02:00
Henrik Rydgard e22fed8b9f Use unordered_map where it makes sense. Very tiny speed boost?
Also some microoptimizations.
2014-10-19 21:12:25 +02:00
Henrik Rydgard 7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Unknown W. Brackets 67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Henrik Rydgård abb294ff7d Merge pull request #6940 from unknownbrackets/blend-logicop
d3d9: Emulate some logic ops with blending
2014-09-24 09:30:58 +02:00
Unknown W. Brackets 81592e9cf5 gles: Avoid pow(<= 0, 0) entirely, undefined.
Should work on more driver versions.  Fixes #6941.
2014-09-23 23:59:32 -07:00
Unknown W. Brackets c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets 4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets 6e34fe1c4b d3d9: Fix fbo tex clamp (usually shadows.) 2014-09-21 11:07:02 -07:00
Unknown W. Brackets e3d6f19a2e d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
Unknown W. Brackets 6f38c21ccc d3d9: Make the vertex shaders more similar. 2014-09-20 23:55:48 -07:00
Henrik Rydgard 07c7687052 More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
Henrik Rydgard 6c313385ab Reduce the diff between the two draw engines 2014-09-18 00:40:25 +02:00
Henrik Rydgard 5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Unknown W. Brackets 01bdb6e160 Cleanup some minor vertex cache stuff. 2014-09-15 07:08:55 -07:00
Henrik Rydgård b7a54a23d0 Merge pull request #6910 from unknownbrackets/d3d9
d3d: Fix some vertex cache glitches, enable bounding box test
2014-09-14 23:38:33 +02:00
Unknown W. Brackets 64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Unknown W. Brackets f0c37e3f61 d3d: Use minihashing in the vertex cache. 2014-09-14 13:50:57 -07:00
Unknown W. Brackets dc1013ad67 d3d: Add a not-working experiment to blit depth. 2014-09-14 11:54:55 -07:00
Unknown W. Brackets afd9d864be Clear alpha only when clearing stencil.
Not sure if this will fix anything.
2014-09-14 08:00:35 -07:00
Unknown W. Brackets 71e310aff8 d3d: Initial attempt to upload stencil. 2014-09-14 02:21:41 -07:00
Henrik Rydgård 2b4ff04c32 Merge pull request #6902 from unknownbrackets/gpu-convergence
d3d: Handle block transfers
2014-09-14 11:06:15 +02:00
Unknown W. Brackets d48fb04a18 d3d: Declare a couple overrides. 2014-09-14 00:34:52 -07:00
Unknown W. Brackets 8c4c9e554e d3d: Cache offscreen surfaces. 2014-09-13 22:28:39 -07:00
Unknown W. Brackets ec4e96b870 d3d: Expliticly bind after fbo_create().
In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
2014-09-13 18:46:59 -07:00
Unknown W. Brackets b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -07:00
Unknown W. Brackets 7f89723d2b d3d: Initial implementation of framebuf download.
Not working, or not working properly...
2014-09-13 16:37:59 -07:00
Unknown W. Brackets 2463074530 d3d: Converge block transfer logic. 2014-09-13 15:40:55 -07:00
Unknown W. Brackets 971dd5df1e d3d: Unify BlitFramebuffer() as well. 2014-09-13 15:12:59 -07:00
Unknown W. Brackets a4d33d77b7 d3d: Unify ReadFramebufferToMemory() signature. 2014-09-13 15:09:30 -07:00
Unknown W. Brackets f33515723b Move ForgetLastTexture() into DrawPixels(). 2014-09-13 14:58:05 -07:00
Unknown W. Brackets 3dfdddfc5f d3d: Move UpdateFromMemory() to common. 2014-09-13 14:44:18 -07:00
Unknown W. Brackets 9af3befc59 d3d: Add RebindFramebuffer(). 2014-09-13 14:26:39 -07:00
Unknown W. Brackets 6f991a1042 d3d: Add FlushBeforeCopy(). 2014-09-13 14:23:18 -07:00
Unknown W. Brackets d60fd955d6 Vertex cache a bit more frequently.
Rely upon the minihashing a bit more.
2014-09-13 14:03:13 -07:00
Unknown W. Brackets 456b2613f0 Avoid full rehashes when failures are frequent. 2014-09-13 14:03:13 -07:00
Unknown W. Brackets c8e6a809c3 Use a more frequent mini hash in the vertex cache. 2014-09-13 14:03:12 -07:00
Unknown W. Brackets 37b9af75b1 Refactor vertex caching a little. 2014-09-13 14:03:12 -07:00
Unknown W. Brackets bcc6b4027a Limit unreliable vertexes uncached per frame.
Remember them longer, and avoid slamming too many in the same frame.
2014-09-13 14:03:11 -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
Henrik Rydgard 19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00