Commit Graph
28 Commits
Author SHA1 Message Date
Unknown W. Brackets 4bc86afd5e Adjust some project filters. 2013-12-14 22:36:41 -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 Rydgård ab3fe9ba86 Extract the software transform code into its own file. 2013-11-13 14:56:34 +01:00
Unknown W. Brackets 4d47ccd5df Add a NEON version of the tex hash.
Should be used only for NEON devices.  Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
danyalzia 79d2710dad Move PostShader.* under the "Common" filters 2013-10-15 15:37:19 +05:00
Unknown W. Brackets dc91bf2ca3 Move GPU debug step/pause/messages out of Windows/. 2013-10-12 10:03:31 -07:00
Unknown W. Brackets c8d2c45590 Move GE debugger breakpoints out of Windows/ code. 2013-10-12 10:03:28 -07:00
Henrik Rydgard e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard 4cba4efbba Try to fix scaling of generated UV texcoords on splines. 2013-09-24 14:14:05 +02:00
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -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
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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 10f344db2d Fix bad filter. 2013-08-24 09:51:45 -07:00
Henrik Rydgard 772f9cc585 Adapt the basic spline code from the softgpu to the GL code.
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
Henrik Rydgard d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00
Tony Wasserka a013aad6f1 softgpu: Fix incorrect depth buffer write base address.
softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00
Tony Wasserka bfd9266b51 softgpu: Add support for ambient lighting. 2013-08-16 23:48:58 +02:00
Tony Wasserka 2aff3a8575 softgpu: Move clipping code to a separate file. 2013-08-16 23:48:56 +02:00
Tony Wasserka 142f2a3688 softgpu: Move triangle rasterization code to a new file. 2013-08-16 23:48:54 +02:00
Tony Wasserka 1430ca3e73 softgpu: Add transform pipeline functionality. 2013-08-16 23:48:52 +02:00
Tony Wasserka 19c6fedb79 Copy NullGpu to SoftGpu. 2013-08-16 23:48:52 +02:00
Peter ThomanandPeter Thoman 5e918a644f Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
Florent Castelli 6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
Henrik Rydgard ea07c14c4c Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance. 2012-12-21 22:53:24 +01:00
Florent Castelli 56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard 85d5cfd8c4 Add more proper "Null" GPU 2012-11-06 17:05:27 +01:00
Henrik Rydgard 4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00