Unknown W. Brackets
277b76e2ae
Treat GE_PATCHPRIM_UNKNOWN as points.
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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
3d5dd24528
Remove an unnecessary func define.
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Was already moved to FramebufferCommon.
2016-04-10 02:31:56 -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.
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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)
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See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard
58f77e8f5f
Buildfix
2016-04-10 10:55:13 +02:00
Henrik Rydgard
7cb6192005
Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
2016-04-10 10:31:42 +02:00
Henrik Rydgard
e611915a52
Rename some GPU classes and enums to fix some consistency issues between the backends.
2016-04-10 10:21:48 +02:00
Henrik Rydgard
727058fc27
Remove an entry from GPUStats that didn't really belong.
2016-04-02 11:06:05 +02:00
Henrik Rydgard
c1e9df0777
Adjust the displayed debug stats for each backend. Cleanup.
2016-03-31 10:23:40 +02:00
Henrik Rydgard
5ef608fa50
GPU stats: Have each backend format its own string.
2016-03-31 10:17:02 +02:00
Henrik Rydgard
40d05e292c
Cleanup in FramebufferVulkan to reduce the size of future diffs
2016-03-28 20:23:29 +02:00
Unknown W. Brackets
1300631e9a
Allow unswizzling with a dest pitch.
2016-03-26 23:38:50 -07:00
Henrik Rydgård
a49cba7d0d
Merge pull request #8665 from unknownbrackets/d3d9-depth
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d3d9: Check actual FBO format for INTZ support
2016-03-26 21:15:44 +01:00
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.
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It doesn't look like this will be different, and there's a bug in it.
2016-03-26 12:30:32 -07:00
Unknown W. Brackets
49c353f40c
d3d9: Check actual FBO format for INTZ support.
2016-03-24 19:04:25 -07:00
Henrik Rydgard
bd17351ef9
Texcache: Minor refactor/cleanup
2016-03-22 23:56:55 +01:00
Henrik Rydgard
8a39794c47
Revert "Enable the Unpack Subimage path on DX9 (maybe should just remove the check)"
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This causes some breakage that need investigation.
This reverts commit 1970d38650
.
2016-03-22 23:56:55 +01:00
Unknown W. Brackets
add506a0d3
Cleanup differences in aniso handling.
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Some places were not handling it as a power of two.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
1970d38650
Enable the Unpack Subimage path on DX9 (maybe should just remove the check)
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
Henrik Rydgard
dced84c9fc
Work on texture support, cube.elf works correctly. Delete unused code.
2016-03-20 19:30:11 +01:00
Henrik Rydgård
54a37f9bb8
Merge pull request #8591 from unknownbrackets/thin3d
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Use thin3d for softgpu drawing (+thin3d improvements)
2016-03-20 18:06:53 +01:00
Henrik Rydgard
d67b148712
Add math dataconv funcs for packed values.
2016-03-06 11:33:53 -08:00
Unknown W. Brackets
b33e39788f
d3d9: Use thin3d for reporting info.
2016-02-13 10:53:28 -08:00
Unknown W. Brackets
095624867a
d3d9: Enable GPU info in D3D9 reporting.
2016-02-13 09:51:09 -08:00
Unknown W. Brackets
271829c991
Consider depth blitting a slow framebuffer effect.
2016-02-10 21:02:19 -08:00
Unknown W. Brackets
f1c06d25ea
Switch to old-style depth in OpenGL.
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Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets
4ff78d3c55
d3d9: Use SSE at least for depth copies.
2016-01-31 09:00:00 -08:00
Unknown W. Brackets
623448f852
d3d9: Support blitting depth on frame switch.
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Can be optimized more, but this makes Jeanne d'Arc work in D3D9 now. Not
sure why it didn't work before.
2016-01-30 23:47:51 -08:00
Unknown W. Brackets
e30ab95179
d3d9: Fix maxSeenV when not known.
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And just make the code reused between both. Fixes #8478 .
2016-01-22 18:48:54 -08:00
Unknown W. Brackets
79792a3c38
d3d9: Account for half-pixel z offset.
2016-01-20 22:53:47 -08:00
Unknown W. Brackets
0443fbebd0
Add methods to download depth to PSP RAM.
2016-01-20 22:11:03 -08:00
Unknown W. Brackets
2916298695
gedbg: Add scaled 16-bit z support.
2016-01-20 22:11:02 -08:00
Unknown W. Brackets
f9970dba94
d3d9: Respect per-pixel depth rounding.
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Using the 16-bit depth range.
2016-01-20 22:11:01 -08:00
Unknown W. Brackets
79750ed1ad
Add a config setting to control depth quality.
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For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Unknown W. Brackets
b80c02c272
Simulate depth clamping.
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We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets
0920f6c6eb
Use minz/maxz as the depth range.
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This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
2016-01-19 07:12:57 -08:00
Unknown W. Brackets
d1b3768e49
Use a common func everywhere for float depth vals.
2016-01-18 19:29:45 -08:00
Unknown W. Brackets
b40c3fd839
Use video format when uploading to framebuffers.
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Expected to help Bounty Hound, #8392 .
2016-01-17 12:57:27 -08:00
Unknown W. Brackets
f60aef2e16
Add a more specific interface for video frames.
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Since we know more about them. No functional change yet.
2016-01-17 12:57:26 -08:00
Unknown W. Brackets
73bcf16612
Flush before loading the CLUT.
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In case it's what was being rendered to.
2016-01-17 12:55:48 -08:00
Henrik Rydgard
332310c2d6
Remove redundant parameters
2016-01-17 20:33:21 +01:00
Henrik Rydgard
c8b1064d20
GL Cleanup: No longer redundantly store the shader ID inside the shader objects
2016-01-17 20:33:14 +01:00
Henrik Rydgard
7e24801fc1
Specify which games need vertex depth rounding instead of which ones don't.
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Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision
of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star.
See issue #8187 .
2016-01-16 11:31:27 +01:00
Unknown W. Brackets
00b57f6a16
Correct clamped depth offset.
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Oops, forgot to fix this when I fixed the scale. It's already for a
[-1, 1] range, and needs to be corrected for accordingly.
Fixes #8425 , other depth issues in Phantasy Star Portable 2.
2016-01-16 00:18:25 -08:00
Henrik Rydgård
d479990595
Merge pull request #8413 from hrydgard/framebuffer-remove-unused
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Remove some unused functionality from the framebuffer managers
2016-01-10 23:47:29 +01:00