Unknown W. Brackets
ccdaf41b53
Add some additional SSE for color conversion.
2015-05-17 16:04:42 -07:00
Unknown W. Brackets
1cb2302f5c
Use SSE in ConvertRGBA5551ToRGBA8888().
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This func is used when showing videos, some loading screens, etc. Also
when uploading graphics to VRAM.
The implementation takes 85% less than without SSE, although it could
probably be optimized further. Won't help game runtime much, but may help
some loading times or special effects.
2015-05-17 16:04:42 -07:00
Unknown W. Brackets
7269574a10
Add structure for NEON color conversion funcs.
2015-05-17 16:04:41 -07:00
Unknown W. Brackets
1767bd958c
Move color conversion funcs to ColorConv.
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This paves the way a bit for NEON conversion funcs.
2015-05-17 13:45:30 -07:00
Unknown W. Brackets
3f29329ed2
Actually use the SSE color conversion code.
2015-05-17 13:42:17 -07:00
Henrik Rydgård
337d7d8cb9
Merge pull request #7750 from unknownbrackets/gpu-minor
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Track bone matrix updates for future morph usage
2015-05-17 09:45:41 +02:00
Unknown W. Brackets
7d2507e0cc
d3d9: Also track bone matrices for morph here.
2015-05-16 21:54:07 -07:00
Unknown W. Brackets
425ff3d78f
Track bone matrix updates for future morph usage.
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This makes them upload later, if/when they're needed.
Fixes #7746 , Shadow of Destiny artifacts when software skinning is
enabled.
2015-05-16 21:49:25 -07:00
Unknown W. Brackets
c6b55459b1
vertexjit: Skip soft skinning setup when morphing.
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This makes x86 match arm.
2015-05-16 21:47:13 -07:00
Henrik Rydgard
5d0d67140f
Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738 .
2015-05-12 20:01:04 +02:00
Henrik Rydgård
63ee530046
Merge pull request #7736 from unknownbrackets/uv-rotation
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Process UV rotation even in full transform
2015-05-11 20:09:29 +02:00
Unknown W. Brackets
b782165b6a
Avoid some division.
2015-05-10 14:39:38 -07:00
Unknown W. Brackets
ea36554c6a
software: Examine v0/v1 for uv rotation.
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If we determine tl/br heuristically, it can never rotate correctly.
Anyway, this still is not rotating correctly...
2015-05-10 14:37:14 -07:00
Unknown W. Brackets
a090b5853f
Process UV rotation even in full transform.
2015-05-10 14:17:20 -07:00
Henrik Rydgård
bcb7c37860
Merge pull request #7732 from Bigpet/kana_osk
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kana keyboard pe->pa fix
2015-05-07 23:21:18 +02:00
Henrik Rydgård
d86d9c634a
Merge pull request #7733 from zhykzhykzhyk/master
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Use UIContext::DrawTextShadow instead of DrawBuffer::DrawTextShadow
2015-05-07 23:20:43 +02:00
zhyk
a06f599320
Use UIContext::DrawTextShadow instead of DrawBuffer::DrawTextShadow for drawing text correctly in Qt.
2015-05-07 11:14:04 +08:00
Peter Tissen
35d3b25df9
kana keyboard pa->ha fix
2015-05-06 02:42:22 +02:00
Henrik Rydgård
43eaffb3b4
Merge pull request #7719 from unknownbrackets/net-minor
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Fix some issues in sceNetAdhoc with old savestates
2015-04-27 18:07:41 +02:00
Unknown W. Brackets
afe52db366
Fix some issues in sceNetAdhoc with old savestates.
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This was causing the PPGe dlist to be shared with the thread, causing
weirdness and a double-free on exit.
2015-04-27 07:53:19 -07:00
Henrik Rydgård
5c9ad1f741
Merge pull request #7712 from sum2012/eboot
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Remove OLD_EBOOT.BIN support
2015-04-27 09:41:16 +02:00
Henrik Rydgård
de525f36d1
Merge pull request #7716 from unknownbrackets/clut
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Avoid accidental sign ext for > 24 bit clut shift, clut wrapping
2015-04-26 10:17:34 +02:00
Unknown W. Brackets
4fa50a9a50
Reduce clut allocation size a bit.
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Really think this probably should only be 1024 bytes, but need to work out
some more details before shrinking all the way.
2015-04-26 00:50:47 -07:00
Unknown W. Brackets
ab67c49ae9
Make sure we don't hash outside max bytes.
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If we've never even loaded that much, play it safe.
2015-04-26 00:43:36 -07:00
Unknown W. Brackets
5822faabf9
Make sure to wrap clut indexes at 1024 bytes.
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So that's 256 for 32-bit and 512 for 16-bit.
2015-04-26 00:42:58 -07:00
Unknown W. Brackets
6e50a0b274
Allow depal palette entries to repeat.
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This is what happens if the base is 0x10 in 8888 mode (means | 0x100.)
2015-04-26 00:36:08 -07:00
Unknown W. Brackets
c8fc9b0bf3
Cleanup some incorrect handling of clut offset.
2015-04-26 00:31:00 -07:00
Unknown W. Brackets
5b61c03b7f
Avoid accidental sign ext for > 24 bit clut shift.
2015-04-26 00:26:24 -07:00
sum2012
aad95db070
Remove OLD_EBOOT.BIN support
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Utawareru Mono Chinese version use it but this still work
2015-04-23 20:16:45 +08:00
Henrik Rydgård
aee69d46c6
Merge pull request #7702 from daniel229/youkosohitsujimura_download_frame
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Replace framebuffer download in Youkoso Hitsuji-Mura Portable
2015-04-20 12:29:23 +02:00
daniel229
af9e04dc97
Replace framebuffer download in Youkoso Hitsuji-Mura Portable
2015-04-20 16:36:07 +08:00
Henrik Rydgård
a4a10588ed
Merge pull request #7697 from unknownbrackets/texcache
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Include texture size in the cache key
2015-04-20 00:08:44 +02:00
Sacha
0315a662cf
Enable Symbian again.
2015-04-20 03:32:30 +10:00
Henrik Rydgård
e979b3a6ce
Merge pull request #7696 from unknownbrackets/texcache2
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Unswizzle when reading from the swizzled mirror
2015-04-19 10:27:29 +02:00
Henrik Rydgård
52b7bab829
Merge pull request #7698 from unknownbrackets/bezier-minor
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Try to optimize bezier color sampling
2015-04-19 10:24:39 +02:00
Henrik Rydgård
9f7554c08f
Merge pull request #7699 from unknownbrackets/d3d9
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d3d9: Clear the stencil/alpha on buffer reformat (matching GLES)
2015-04-19 10:23:15 +02:00
Unknown W. Brackets
2e4d20883f
d3d9: Reset viewport when clearing framebuf.
2015-04-18 17:40:21 -07:00
Unknown W. Brackets
eb98d89fc9
d3d9: clear alpha on switch from 565 buffer.
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For parity with OpenGL.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
b12a595325
d3d9: Make sure to clear alpha to zero.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
5ee062c681
Try to optimize bezier color sampling.
2015-04-18 12:47:21 -07:00
Unknown W. Brackets
b726a414d7
Log a reason when invalidating textures.
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Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
58563324bd
Include texture size in cache key.
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This makes Tales of Destiny 2's towns significantly faster. It may
however cause us to keep textures around for longer - but we still account
for them in our metrics and invalidation.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
ce9f404bef
Unswizzle when reading from the swizzled mirror.
2015-04-18 12:39:04 -07:00
Unknown W. Brackets
49783edf6d
Reorganize travis, disable Symbian, add Qt.
2015-04-18 01:12:23 -07:00
Unknown W. Brackets
327ca4c96e
Stub invalid vertex decoder colors to avoid crash.
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These values are invalid, but before we'd call a null pointer if we hit
them. Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
Unknown W. Brackets
42bcea7b41
Report when minz/maxz is used in an effective way.
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As long as it's outside the viewport it should be clipped anyway.
One concern is, does clipenable affect z? A game could depend on that.
2015-04-17 12:59:59 -07:00
Henrik Rydgard
a9ff7c22fe
Reject too-small spline patches. Might help #7690 .
2015-04-17 08:33:05 +02:00
Unknown W. Brackets
5d704e48c1
Merge pull request #7688 from hrydgard/spline-fix
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Workaround crashes in spline code, fixing #7684
2015-04-16 09:45:07 -07:00
Henrik Rydgard
68893c763f
Spline: Fix an unrelated kind-of-bug
2015-04-16 18:32:37 +02:00
Henrik Rydgard
6587f4de8f
Spline: Fix #7684 by removing awful epsilons that "fixed" off-by-ones depending on vertex count because of fp rounding.
2015-04-16 18:32:13 +02:00