Commit Graph
23 Commits
Author SHA1 Message Date
Unknown W. Brackets d59aa06a3b d3d: Improve GE debugger with render-to-tex.
Also fix a crash in oddly sized framebuffers.
2014-09-09 01:42:21 -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 07ccc37689 d3d: Use drawPixelsTex as a non-dynamic texture. 2014-09-06 23:01:03 -07:00
Unknown W. Brackets 9ce5c49978 d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -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 4a615dc46c Support BGRA formats in the debugger previews. 2014-08-24 22:08:28 -07:00
Unknown W. Brackets 42aa494aeb d3d: Get some initial GE previews working.
Wrong colors.
2014-08-24 21:52:47 -07:00
Henrik Rydgard 1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Henrik Rydgard 6011255e6f D3D: Don't display buffered rendering upside down. Support screen scaling filter setting 2014-08-24 14:04:55 +02:00
Ced2911andHenrik Rydgard 49cc8e7312 [Gpu] Sync with gles
Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/TransformPipelineDX9.cpp
2014-08-24 10:40:16 +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
Henrik Rydgard dcd8753ee1 Cherry-pick a tiny part of cf41d2af29633146e5b07c8851382efe72491091 2014-08-24 09:56:01 +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
Unknown W. Brackets 5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
Unknown W. Brackets 4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Sacha c71186b35a Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
Unknown W. Brackets d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
Henrik Rydgard 5bdb9e976b Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
Fixes MotoGP while also, in effect, committing #3859.
Removes the horrifying ramDisplayFramebufferPtr hack.
2013-09-21 18:53:55 +02:00
The Dax d102baacd0 Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
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 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