Commit Graph
3105 Commits
Author SHA1 Message Date
Unknown W. Brackets d1b3dcffd8 Fix another potential divide by zero. 2015-01-19 08:45:19 -08:00
Unknown W. Brackets 05feac3eb0 Fix a potential divide by zero. 2015-01-19 08:43:43 -08:00
Unknown W. Brackets 0d6c002cb0 Fix a very unlikely sign extend glitch. 2015-01-19 08:41:53 -08:00
Unknown W. Brackets e3b7ddb258 Clarify enum usage. 2015-01-18 13:26:26 -08:00
Unknown W. Brackets ee1085b060 Oops, deleted too early. 2015-01-18 13:18:17 -08:00
Unknown W. Brackets 3fcf695159 Fix an unlikely leak on error. 2015-01-17 18:45:03 -08:00
Unknown W. Brackets 340029f333 Avoid a bad buffer access on GE_PRIM_KEEP_PREVIOUS. 2015-01-17 18:43:01 -08:00
Unknown W. Brackets 795088001c Avoid passing a GPUstate by value.
Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
Henrik Rydgard c2500744e1 D3D9 rectangle rendering fix (maxindex) 2015-01-15 23:58:07 +01:00
Unknown W. Brackets d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
Henrik Rydgard df62bc42b7 D3D shader generator: Fix an issue with 4x3 vs 4x4 matrices that caused warnings to be reported (I think).
Make the GL code for this case (skinning without normal) more similar.
2015-01-12 20:37:33 +01:00
Unknown W. Brackets f311d4008d Leave VBOs and index buffers bound for reuse. 2015-01-11 17:03:45 -08:00
Unknown W. Brackets 40ea889b6a Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
Henrik Rydgard 2cc1bd327a Make the reporting option more prominent. Also move a few options around.
Very minor change in indexgenerator.
2015-01-11 00:12:32 +01:00
Unknown W. Brackets 5cea64316a Avoid using an offset framebuffer for large tex.
When texturing from the entire 512 height of a framebuffer, we still
should not trigger the offset framebuffer code.  This is expected to help
Danball Senki BOOST but not break Breath of Fire 3.
2015-01-06 20:57:19 -08:00
Henrik Rydgard a4a95c9b4b D3D9: Restore accidentally-commented-out blit functionality 2015-01-06 13:00:03 +01:00
Unknown W. Brackets 06e9d7680a Handle a case of 480x360 framebuffers.
Region and scissor are 480x360, but viewport is just default (also,
throughmode is on.)  We could add more checks, but just the height being a
bit higher is already unusual, so should be relatively safe.

Fixes #7277.
2015-01-06 00:02:05 -08:00
Henrik Rydgard a9b010b0cd Add a basic debug console UI to the devmenu that shows some log scrollback and has a little command line.
Useful for debugging on non-Windows in the future. For now non-mobile only (although may lift that restriction later)
2015-01-05 01:25:23 +01:00
Henrik Rydgard 3d8e30e4c7 Fix #6898 - buttons could disappear in non-buffered rendering 2015-01-04 18:00:59 +01:00
Unknown W. Brackets 7f7bf937fc Scale UVs in through and non-through.
This also shows them scaled to the w/h in the vertex preview, which is
probably easier to read and matches positions.

Additionally, fixes textures drawn fully not being highlighted at all.
2015-01-03 17:16:16 -08:00
Unknown W. Brackets 7ecff0acd6 Support more screenshot framebuffer formats. 2014-12-31 16:17:23 -08:00
Unknown W. Brackets a2385b5840 dx9: Only use anisotropic when filter was linear. 2014-12-30 15:28:55 -08:00
Unknown W. Brackets c37d41c88c Assert state on first frame.
This won't matter much for games, but makes tests run more sanely.
2014-12-30 15:26:16 -08:00
Unknown W. Brackets 46717fa266 dx9: Correct off-by-one to the right on tex upload.
As seen in tests.  But I'm pretty sure we're still off.
2014-12-30 15:25:40 -08:00
Unknown W. Brackets 2a1279b521 dx9: Don't force alpha to 1.
This was removed from GLES also.  Depal ends up using this shader for
flipped blits, and it screws up alpha.
2014-12-30 13:18:36 -08:00
Henrik Rydgård f74add91e2 Merge pull request #7202 from unknownbrackets/cpu-thread
Allow switching cpu thread on/off ingame
2014-12-24 19:15:51 +01:00
Henrik Rydgård 3706414454 Merge pull request #7209 from unknownbrackets/texcache
Avoid killing textures unless we have several mb
2014-12-22 09:42:30 +01:00
Unknown W. Brackets d097999fad Avoid killing textures unless we have several mb. 2014-12-21 17:00:55 -08:00
Henrik Rydgard eaa1f0c23d Port over the fog NaN/inf fixes from OpenGL to Direct3D. Fixes skies in Outrun and probably a few other things 2014-12-22 00:48:16 +01:00
Unknown W. Brackets 8900f17f99 dx9: Correct half-pixel offset.
This fixes the pixel of blank space at the top, and the gpu/commands/basic
test.
2014-12-21 10:37:35 -08:00
Unknown W. Brackets b9e78dab9c dx9: Small optimization to viewport scaling. 2014-12-21 10:35:04 -08:00
Unknown W. Brackets 0a6a70f53f Allow switching cpu thread on/off ingame. 2014-12-20 17:39:42 -08:00
Unknown W. Brackets 962d8c5224 dx9: Take screenshots (fixes #7197.) 2014-12-20 08:31:56 -08:00
Unknown W. Brackets 7ce431067b dx9: Correct framebuffer download scaling.
Fixes the menu background in Tales of Phantasia X.
2014-12-18 23:03:19 -08:00
Unknown W. Brackets d0dd2cbb31 dx9: Fix a crash on textures used as RT.
We don't always have a texture pointer.
2014-12-18 22:51:46 -08:00
Unknown W. Brackets 0fc311a319 dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Henrik Rydgård a9be90229a Merge pull request #7140 from AbandonedCart/master
use libc++ for iOS to avoid additional directives
2014-12-18 22:38:14 +01:00
xebra 1a6102178c [spline/bezier]Remove unnecessary initialization of array. 2014-12-16 22:30:06 +09:00
xebra 51afbdd490 [spline/bezier]Fix the remains of differences between dx9 and opengl. 2014-12-16 22:27:45 +09:00
Henrik Rydgard d9e543fdd2 Reduce PowerVR blockiness problems on older GPU revisions. #7153 #7150 2014-12-15 01:16:07 +01:00
Henrik Rydgard f424bf73ae GLES: Implement a custom modulo function for PowerVR. Fixes blockiness, see #7153 and #7150 2014-12-14 20:59:21 +01:00
Henrik Rydgard e2d2950865 Add a sanity check for shader linking, active in debug mode 2014-12-14 20:17:29 +01:00
Henrik Rydgard b4b7cd0722 GLES: Merge the two ShaderID classes as they are identical.
I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
2014-12-14 19:24:11 +01:00
Unknown W. Brackets 31ba44bc5d dx9: Clean up some differences in spline code.
Hmm, the spell effects look wrong.  Maybe a separate bug.
2014-12-14 09:26:12 -08:00
Unknown W. Brackets 74aec01d0f dx9: Fix splines and beziers in Direct3D.
Fixes #7181.
2014-12-14 09:26:12 -08:00
Unknown W. Brackets 2e9f492b24 Silence an initialization warning.
Pretty sure it's wrong but this isn't that hot anyway.
2014-12-13 18:36:28 -08:00
Henrik Rydgard 8974cd675e Workaround silly PowerVR driver bug, prevent mipmapping on framebuffer textures
Not sure if these actually help anything in practice though. At least gets rid of debug log spam from the driver..
2014-12-14 01:24:01 +01:00
Unknown W. Brackets 7ed67ad066 Use floats and SSE for spline colors. 2014-12-13 10:36:09 -08:00
Unknown W. Brackets e130c1648d Clean up some conversion warnings. 2014-12-13 10:35:47 -08:00
Unknown W. Brackets ef73487fca Fix Vec4::SetZero() not clearing all lanes. 2014-12-13 10:35:16 -08:00