Unknown W. Brackets
1a26699607
Refactor texture loading to move things around.
2016-05-01 11:17:55 -07:00
Unknown W. Brackets
2e1986d0c8
Fix a few reorder warnings.
2016-05-01 09:50:03 -07:00
Unknown W. Brackets
f5b93bc6f0
Remove global num videos hack.
2016-05-01 08:53:48 -07:00
Unknown W. Brackets
99d29356d7
Track video addresses in texture cache.
2016-05-01 08:39:18 -07:00
Unknown W. Brackets
f039259a1a
Use a same-everywhere quick hash for now.
2016-05-01 00:30:43 -07:00
Unknown W. Brackets
9039dd606f
Move TextureReplacer to Core.
...
Probably makes more sense here after all.
2016-05-01 00:30:40 -07:00
Unknown W. Brackets
5dbc2b9267
Initial support for saving textures to PNGs.
2016-04-30 15:03:39 -07:00
Unknown W. Brackets
cf53948cf6
Implement some initial hashing so it's not broken.
2016-04-30 14:19:23 -07:00
Unknown W. Brackets
c4e98433b8
Add config to save or load replaced textures.
2016-04-30 14:05:03 -07:00
Unknown W. Brackets
bf39e61458
Setup initial structure for texture replacements.
2016-04-30 13:44:31 -07:00
Henrik Rydgård
259c696a35
Merge pull request #8690 from unknownbrackets/spline
...
Minor spline and bezier accuracy improvements
2016-04-24 09:33:35 +02:00
Unknown W. Brackets
ebce8d2753
Don't convert to float with prescale off.
...
Since we assume we need to normalize, it seems.
2016-04-16 19:00:34 -07:00
Unknown W. Brackets
ff802a983a
vertexjit: Implement x86 tc morph decoding.
2016-04-16 18:38:08 -07:00
Unknown W. Brackets
614665068a
Implement morphing for texcoords.
...
Tests show that this can be used.
2016-04-16 18:38:06 -07:00
Unknown W. Brackets
a0397bce4c
Hopefully fix prescale in remasters.
...
Don't actually have a remaster to test, though.
2016-04-13 23:15:41 -07:00
Unknown W. Brackets
9224eb375f
Correct bezier handling for 0 division.
...
This should still be drawn and treated as 1.
2016-04-10 17:53:50 -07:00
Unknown W. Brackets
0cd44e838b
Allow spline subdivisions below 2.
2016-04-10 17:33:34 -07:00
Unknown W. Brackets
b1f0d4869c
Advance pointers after drawing splines.
...
Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets
868bbb8ebe
Advance vertex/index pointers on bezier submit.
...
Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets
808c807448
Allow tessellation with less than a 4 factor.
...
Per tests on real hardware, this is allowed. It works fine without the
clamping and matches the result on hardware.
2016-04-10 12:10:15 -07:00
Unknown W. Brackets
277b76e2ae
Treat GE_PATCHPRIM_UNKNOWN as points.
...
Confirmed by tests on hardware - although it's doubtful any games use
this type.
2016-04-10 11:58:15 -07:00
Unknown W. Brackets
02995ff083
Tiny cleanup to indexgen.
2016-04-10 02:30:33 -07:00
Unknown W. Brackets
1e0051a792
Add support for 32-bit indices.
...
Not clear how often these are used by games. Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
d85dce0c21
Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
...
See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Unknown W. Brackets
c0660c5ee7
Simplify some repeated code patterns a bit.
...
Doesn't save many lines of actual code, though...
2016-04-09 22:25:10 -07:00
Unknown W. Brackets
555c76d439
Use bernstein for texcoord interpolation too.
...
This also closely matches hardware.
2016-04-09 22:14:15 -07:00
Unknown W. Brackets
2314a0f0ee
Update note per hardware testing.
2016-04-09 21:46:50 -07:00
Unknown W. Brackets
2bafba3909
Interpolate bezier patch colors using bernstein.
...
This closely matches hardware (some color values seem to be off by one.)
See #7525 .
2016-04-09 21:41:49 -07:00
Unknown W. Brackets
59d9524308
Switch bernsteins to use sse-friendly Vec3f.
2016-04-09 21:10:52 -07:00
Henrik Rydgard
731af0d0b4
Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager
2016-03-31 00:49:10 +02:00
Henrik Rydgard
339daede56
Clean up, start building some scaffolding
2016-03-31 00:49:10 +02:00
Henrik Rydgard
40d05e292c
Cleanup in FramebufferVulkan to reduce the size of future diffs
2016-03-28 20:23:29 +02:00
Henrik Rydgard
0a8d74728a
x86/64: Add a couple of more cases to very minor vertex skinning optimization
2016-03-28 18:40:23 +02:00
Unknown W. Brackets
b4406957c9
Halve the default tex buf size.
...
Might as well not allocate 2.5 MB that most of the time won't be needed.
If it becomes needed, it'll allocate at runtime, but this should be
uncommon.
2016-03-26 23:38:51 -07:00
Unknown W. Brackets
1300631e9a
Allow unswizzling with a dest pitch.
2016-03-26 23:38:50 -07:00
Unknown W. Brackets
3593a7963e
Cleanup and clarify texture swizzling funcs.
2016-03-26 21:55:32 -07:00
Unknown W. Brackets
b6778bf4ad
Vulkan: Fix flat texture scaling.
2016-03-26 17:26:55 -07:00
Unknown W. Brackets
7d5f308494
Fix a crash where we used an old framebuf.
...
This was causing Breath of Fire 3 to crash, because it had an offset
framebuffer set that was never detatched.
2016-03-26 12:30:34 -07:00
Unknown W. Brackets
f31fbb9417
Cleanup fbTexInfo_ when detaching framebuffers.
2016-03-26 12:30:34 -07:00
Unknown W. Brackets
aad04f2941
Centralize the texcache key format.
2016-03-26 12:30:33 -07:00
Unknown W. Brackets
e8c8f19aec
Move framebuf attachment into central code.
...
It doesn't look like this will be different, and there's a bug in it.
2016-03-26 12:30:32 -07:00
Henrik Rydgard
bd17351ef9
Texcache: Minor refactor/cleanup
2016-03-22 23:56:55 +01:00
Henrik Rydgard
e270b955bb
x86/x64: Minor vertex decoder optimization
2016-03-22 23:56:55 +01:00
Unknown W. Brackets
2461a849f9
Correct some warnings reported by clang.
2016-03-20 23:13:28 -07:00
Henrik Rydgard
0b1cfaf751
Be more economical with UBO pushbuffer space by reusing the last data when possible.
2016-03-20 19:35:31 +01:00
Henrik Rydgard
da50370328
Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
2016-03-20 19:31:02 +01:00
Unknown W. Brackets
f289e8485d
Vulkan: Make sure depth==stencil when clearing.
...
We have to clear both at the same time. I think it makes sense to
consider this part of the "separate alpha" flag, since alpha has to match
both color and depth.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
a995dd2ff4
Get rid of strange offset in Vulkan matrix converter
2016-03-20 19:31:02 +01:00
Henrik Rydgard
5cee8856ea
Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices.
2016-03-20 19:31:02 +01:00
Unknown W. Brackets
8efbcf8d42
Use draws for alpha/stencil only clear in Vulkan.
2016-03-20 19:31:02 +01:00