Henrik Rydgard
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c1db771056
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Fix non-through rectangles
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2015-11-02 20:08:11 +01:00 |
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Henrik Rydgard
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f4248cb550
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Remove a whole lot of flipping special cases
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2015-11-02 20:07:30 +01:00 |
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Henrik Rydgard
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f3b1fca68b
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Allow resizing the screen in windowed mode
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2015-11-02 19:36:14 +01:00 |
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LunaMoo
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ae1cf1d85d
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Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
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2015-10-31 20:50:02 +01:00 |
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Sacha
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bbc4f64999
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MIPS: Fix build so we can compile this again.
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2015-10-29 02:46:43 +00:00 |
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Unknown W. Brackets
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c41b981333
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Oops, undelete shader bits for alpha test.
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2015-10-24 23:05:18 -07:00 |
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Unknown W. Brackets
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97c568dca6
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Tweak to shader desc.
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2015-10-24 23:05:09 -07:00 |
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Unknown W. Brackets
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06f2c7f1fe
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Maintain hasTexcoord even for UV gen.
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2015-10-24 21:26:12 -07:00 |
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Unknown W. Brackets
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5595d1278d
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Merge pull request #8103 from hrydgard/d3d-shader-id
D3D: Generate shaders from shader IDs, just like in GL
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2015-10-24 21:19:34 -07:00 |
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Henrik Rydgard
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838e53f482
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
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Henrik Rydgard
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56814ad52d
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SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
Was already fixed on ARM64.
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2015-10-25 00:51:47 +02:00 |
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Henrik Rydgard
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85229efef4
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
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Henrik Rydgard
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edafa9bc17
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
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Henrik Rydgard
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92389a4966
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Use a common ShaderId class. Start moving shader ID code to GPU/Common
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2015-10-24 23:24:06 +02:00 |
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Henrik Rydgard
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6a373fe09a
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Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
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2015-10-24 10:41:31 +02:00 |
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Henrik Rydgård
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70e99791aa
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Merge pull request #8019 from LunaMoo/scaling_shaders
Add 5xBR and scaling to existing 4xHQ
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2015-10-14 20:58:19 +02:00 |
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LunaMoo
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9543250863
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Add new postshader setting "upscaling"
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2015-10-14 18:32:13 +02:00 |
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Henrik Rydgard
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7f4e473e8c
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Add new shader viewing tool
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2015-10-14 18:10:21 +02:00 |
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Henrik Rydgard
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8107cb4423
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Hopefully this will help issue #7969
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2015-10-04 10:08:20 +02:00 |
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Henrik Rydgard
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d3b265a3e4
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Fix render resolution race condition. Should help #8002
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2015-09-27 20:00:47 +02:00 |
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Henrik Rydgard
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70cb4372c1
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Assorted fixes to auto resolution. Fixes too low resolution and also #8002, plus notification spam
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2015-09-25 19:10:09 +02:00 |
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Unknown W. Brackets
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400b8886e6
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Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
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2015-09-23 23:59:39 -07:00 |
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Unknown W. Brackets
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bb18fa4cd9
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Allow framebufs to get smaller in expected size.
This doesn't change the buffer size, but it does change the recorded size,
which effects how we calculate things about them.
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2015-09-23 23:57:59 -07:00 |
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Henrik Rydgard
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ec63663ad5
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More consistent handling of resolution changes. Should help #7995
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2015-09-23 12:25:38 +02:00 |
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Henrik Rydgard
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4d18d478a0
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Sample renderWidth/pixelWidth/height once per frame for the framebuffer manager.
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2015-09-19 16:19:03 +02:00 |
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Unknown W. Brackets
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a66bc633f6
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Fix nearest framebuffer check.
Broken in 454a363 .
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2015-09-16 20:05:55 -07:00 |
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Unknown W. Brackets
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3233116749
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Use fixed regs for uv bounds check in arm64.
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2015-09-13 15:06:29 -07:00 |
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Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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93e9d6cd56
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Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
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2015-09-13 11:35:15 -07:00 |
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Unknown W. Brackets
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62de281e35
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Use texture UV range to optimize framebuf copies.
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2015-09-13 11:34:52 -07:00 |
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Unknown W. Brackets
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f4df7f076e
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Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
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2015-09-13 11:15:57 -07:00 |
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Unknown W. Brackets
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31106d063c
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Fix MSVC 2015 highlighting for ARM/ARM64.
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2015-09-13 10:02:55 -07:00 |
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Unknown W. Brackets
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72a73045bb
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Add uv range to arm64 and non-jit decoders.
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2015-09-13 10:01:37 -07:00 |
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Unknown W. Brackets
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5c233fa545
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Add initial decoding check for uv bounds.
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2015-09-13 10:00:33 -07:00 |
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Unknown W. Brackets
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c7e6f051e4
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Split the texture application into two stages.
The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
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2015-09-13 09:30:39 -07:00 |
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Unknown W. Brackets
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71afaffc20
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Pack texture cache entries just a bit tighter.
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2015-09-13 06:43:47 -07:00 |
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Unknown W. Brackets
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7d63a10fdd
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Centralize texture cache entry structures.
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2015-09-13 06:43:37 -07:00 |
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Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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Unknown W. Brackets
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e0f85a9c6b
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Native merge part 1: skip native/ in includes.
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2015-09-06 12:19:33 -07:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Henrik Rydgard
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1c0158bfe6
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Further reduce the use of ifdef USING_GLES2 and friends.
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2015-09-05 23:39:10 +02:00 |
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Henrik Rydgard
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9e18fb7e90
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Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
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2015-08-26 15:25:21 +02:00 |
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Henrik Rydgard
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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Unknown W. Brackets
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ba15718db3
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Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
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2015-08-23 09:25:05 -07:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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d7c76cb1da
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Refactor: More work towards getting rid of gstate accesses from the framebuffer manager
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2015-08-05 11:51:24 +02:00 |
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Henrik Rydgard
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454a363876
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Reorganize all the gstate fetching in FramebufferCommon to one place
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2015-08-05 11:36:02 +02:00 |
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