Henrik Rydgard
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6bc9a525f8
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Spline: remove n and m, confusing
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2015-04-16 18:14:46 +02:00 |
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Unknown W. Brackets
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be7d1d1169
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Add a bit of a hack for smaller framebuf memcpys.
Hopefully this doesn't false-positive in any other games. Helps Valkyrie
Profile's battle entry effect.
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2015-04-12 11:05:28 -07:00 |
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Unknown W. Brackets
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fa85229d3d
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Use a temporary for more code clarity.
Static analysis thinks there are typos here. Temporary is clearer and
possibly faster depending on compiler intelligence.
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2015-04-10 11:48:45 -07:00 |
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Henrik Rydgard
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a19ea78b4b
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Consolidate the texture scaler code.
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2015-04-08 22:52:49 +02:00 |
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Henrik Rydgard
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c2cf2bd97e
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Move some more color conversion functions to ColorConv
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2015-04-08 22:52:47 +02:00 |
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Henrik Rydgard
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31961eace9
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Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
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2015-04-08 22:52:46 +02:00 |
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Henrik Rydgård
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a67f009679
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Merge pull request #7668 from hrydgard/consolidate-spline
Consolidate spline code
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2015-04-08 22:20:55 +02:00 |
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Henrik Rydgard
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058499e5bf
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De-dupe the spline code
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2015-04-08 21:44:54 +02:00 |
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Henrik Rydgard
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2002576e9d
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DrawEngineCommon: Make it possible to call Flush from shared code.
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2015-04-08 21:37:54 +02:00 |
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Henrik Rydgard
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ed8a3eaf6d
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Move the vertex decoder cache into DrawEngineCommon
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2015-04-08 21:35:00 +02:00 |
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Unknown W. Brackets
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10626e356d
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Avoid a potential divide by zero.
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2015-04-08 11:57:59 -07:00 |
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Henrik Rydgård
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d0b35e88a2
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No need to generate a zero register..
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2015-04-06 18:13:46 +02:00 |
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Henrik Rydgård
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a7b7fedc9f
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Cleaup. Add a missing vertex dec func.
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2015-04-06 18:13:45 +02:00 |
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Henrik Rydgård
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4bd95b0cb7
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ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games..
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2015-04-06 18:13:45 +02:00 |
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Henrik Rydgård
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459ba28655
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ARM64: SW skinning runs without crashing but is broken.
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2015-04-06 18:13:44 +02:00 |
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Henrik Rydgård
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f937b4b74b
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ARM64 vtxdec: Basic implementation of the 16-bit color formats
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2015-04-06 18:13:43 +02:00 |
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Henrik Rydgård
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597595f279
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ARM64: Start implementing soft-skinning. Disabled for now, needs work.
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2015-04-06 18:13:43 +02:00 |
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Henrik Rydgård
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a710abb58b
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A bunch more vertex decoder funcs
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2015-04-06 18:13:41 +02:00 |
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Henrik Rydgård
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fbaffdceab
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Remove some outdated comments, minor stuff
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2015-04-06 18:13:36 +02:00 |
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Henrik Rydgard
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ff758f58ad
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ARM64: The Return of the Pointer Truncator - The Movie
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2015-04-06 18:13:26 +02:00 |
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Henrik Rydgard
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db0fd1042f
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Add "Arm64EmitterTest" which can run on startup to play around with instructions.
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2015-04-06 18:13:26 +02:00 |
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Henrik Rydgard
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1e9fdf08c5
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Temporarily disable vertexjit
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2015-04-06 18:13:23 +02:00 |
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Henrik Rydgard
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5496b3d3b1
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ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/
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2015-04-06 18:13:20 +02:00 |
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Henrik Rydgard
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a12e448fb4
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ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube.
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2015-04-06 18:13:18 +02:00 |
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Henrik Rydgard
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b309c83973
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Initial work on ARM64, based on the ARM jit.
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2015-04-06 18:13:01 +02:00 |
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Unknown W. Brackets
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7e0489c83e
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Keep better track of framebuf usage flags.
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2015-03-14 15:21:58 -07:00 |
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Unknown W. Brackets
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39cb74a8d3
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Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
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2015-03-08 13:12:13 -07:00 |
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Unknown W. Brackets
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a04af187ea
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Fix 16-bit indexed rectangles.
This was causing us to draw double the rectangles. 8-bit indexed
rectangles are already correct.
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2015-03-07 19:52:09 -08:00 |
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Unknown W. Brackets
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818627801d
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Fix newlines in old merge, oops.
This is now showing up in git because I touched it, and it's got the wrong
newlines. Just making it go away.
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2015-03-01 18:35:28 -08:00 |
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Unknown W. Brackets
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105087d367
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dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
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2015-03-01 11:28:06 -08:00 |
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Unknown W. Brackets
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1dfecbf2b8
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d3d: Actually upload the clut texture.
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2015-03-01 11:27:28 -08:00 |
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Henrik Rydgard
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78190f3e8c
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DX9: Hook up the depalettize code. Doesn't work yet though.
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2015-03-01 11:24:45 -08:00 |
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Henrik Rydgard
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0c9f541a43
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Move depalettize-shader generator to Common
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2015-03-01 11:15:27 -08:00 |
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Chin
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37f50a3792
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Change to pass some arguments by reference
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2015-03-01 16:49:00 +01:00 |
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Henrik Rydgard
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aeb03d1bc9
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Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
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2015-03-01 15:33:34 +01:00 |
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Unknown W. Brackets
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b25c2de369
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Allow block transfers from 0 that are too tall.
Hopefully this is safe.
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2015-02-28 01:28:53 -08:00 |
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Unknown W. Brackets
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6294ecf64b
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Prevent GE debugger crash on bad vertex addr.
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2015-02-27 20:45:21 -08:00 |
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Henrik Rydgård
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3bf86dc340
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Merge pull request #7513 from unknownbrackets/spline-minor
Improve spline performance
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2015-02-26 21:56:31 +01:00 |
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Unknown W. Brackets
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945ff359b2
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Detect SSE4.1 support better when compiling.
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2015-02-25 19:53:31 -08:00 |
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Unknown W. Brackets
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647e841959
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Use SSE in spline value generation too.
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2015-02-25 19:51:10 -08:00 |
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Unknown W. Brackets
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588efa5a71
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Use SSE4.1, if available, for spline normals.
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2015-02-25 19:28:52 -08:00 |
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Unknown W. Brackets
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f070d6f5ed
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Use SSE when generating spline normals.
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2015-02-25 19:22:48 -08:00 |
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Unknown W. Brackets
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29e6197e6f
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Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
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2015-02-22 21:04:48 -08:00 |
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Unknown W. Brackets
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8e19f568d7
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Optimize spline weighting using SSE and templates.
Makes the Thundaga spell much more survivable on a i7, at least.
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2015-02-22 13:24:48 -08:00 |
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Henrik Rydgard
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2290a6165e
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Try to fix glitch reported in #7457 in PHOTOKANO
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2015-02-12 11:44:06 +01:00 |
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Henrik Rydgard
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96ecb9a160
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IndexGenerator: Add back a line that got lost in af46d17b
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2015-02-11 21:55:05 +01:00 |
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Peter Tissen
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6f2962e0c3
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make sure all the counters are increased by the correct value
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2015-02-02 22:30:47 +01:00 |
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Peter Tissen
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4a150bead7
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don't try to access past the number of vertices when drawing rectangles
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2015-02-02 22:08:33 +01:00 |
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Henrik Rydgard
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033798c796
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Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
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2015-01-29 16:04:00 +01:00 |
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Henrik Rydgard
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f55e0abc93
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Experiment, trying to fix #7336: Make sure that a clear is the very first thing to happen in a frame.
Also a minor warning fix.
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2015-01-26 00:25:48 +01:00 |
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