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
4a337f7fdf
Merge pull request #8421 from unknownbrackets/tex-sse
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Correct SSE alpha check for 4444 textures
2016-01-12 09:35:39 +01:00
Unknown W. Brackets
6b3260df9a
Correct SSE alpha check for 4444 textures.
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Oops, can't use cmplt here.
2016-01-12 00:20:36 -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
Henrik Rydgard
1ab4d0eb69
Also remove now-unused shader code
2016-01-10 23:46:20 +01:00
Henrik Rydgård
cfbd932a77
Merge pull request #8416 from unknownbrackets/jit-minor
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Add minor jit optimization from jit-ir
2016-01-10 22:44:54 +01:00
Unknown W. Brackets
0fc774927f
jit: Minor cleanups.
2016-01-10 12:28:29 -08:00
Henrik Rydgard
b4dd094f56
x86jit: Save a MOV in many cases of "jr ra"
2016-01-10 12:28:00 -08:00
Henrik Rydgård
0412a9bf47
Merge pull request #8415 from unknownbrackets/debugger
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Add CLUT preview to GE debugger
2016-01-10 20:36:03 +01:00
Unknown W. Brackets
580a641942
gedbg: Shrink on dbl click after all.
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Makes sense for this to go to the original size.
2016-01-10 10:10:43 -08:00
Unknown W. Brackets
23fc832813
gedbg: Add option to display CLUT preview.
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This swaps the texture to the right.
2016-01-10 10:08:02 -08:00
Unknown W. Brackets
6ebbf2cb72
gedbg: Allow grow and shrink to fit.
2016-01-10 09:25:54 -08:00
Unknown W. Brackets
c6ffed6484
gedbg: Add mechanics to grab CLUT buffer.
2016-01-10 09:25:19 -08:00
Henrik Rydgard
88ed44189d
Remove some unused functionality from the framebuffer managers
2016-01-10 14:59:27 +01:00
Henrik Rydgård
41a9e00f01
Merge pull request #8405 from unknownbrackets/debugger
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gedbg: Format a few more cmds
2016-01-08 09:33:09 +01:00
Unknown W. Brackets
2fc296a1fb
gedbg: Format a few more cmds.
2016-01-07 22:42:20 -08:00
Unknown W. Brackets
481be1cd34
Fix GL feature detection.
2016-01-06 20:26:53 -08:00
Henrik Rydgard
94c91e199a
Minor GPU interface change needed for a WIP backend
2016-01-06 23:53:21 +01:00
Henrik Rydgard
e11d0a7e1c
Minor GPU interface cleanup
2016-01-06 23:49:02 +01:00
Unknown W. Brackets
2b5d38d2d0
Buildfix.
2016-01-06 07:20:41 -08:00
Henrik Rydgård
55c7110e2a
Merge pull request #8397 from unknownbrackets/ui-tweaks
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Fix backend setting getting lost with per-game configs
2016-01-06 10:21:04 +01:00
Unknown W. Brackets
48ef1ae8ca
Change Win UI constants to use D3D9 not DX.
2016-01-05 23:08:20 -08:00
Unknown W. Brackets
b1e10894a4
Don't forget global setting when switching configs.
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Fixes #8393 .
2016-01-05 23:02:19 -08:00
Unknown W. Brackets
02f6b3dec7
Refactor config setting iteration.
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Cleaner.
2016-01-05 23:01:49 -08:00
Unknown W. Brackets
aa0055cea7
Track the running GPU backend separate from config.
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This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgård
8b27bc51f5
Merge pull request #8389 from unknownbrackets/gpu-memcpy
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Refactor VRAM download, optimize rendered CLUTs
2016-01-05 12:49:29 +01:00
Unknown W. Brackets
6b98b99006
Take the closest matching CLUT framebuffer.
2016-01-05 00:42:24 -08:00
Unknown W. Brackets
909d477719
Support CLUTs at an x offset.
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Used by Kurohyo 2. Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
Unknown W. Brackets
060ba9302c
Merge pull request #8388 from FTPiano/master
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Fixed build on Mac OS X.
2016-01-04 22:47:15 -08:00
Victor Xie
cd63b6d057
Fixed build on Mac OS X.
2016-01-05 14:23:54 +08:00
Unknown W. Brackets
191350ff02
Minor cleanup.
2016-01-04 22:23:37 -08:00
Unknown W. Brackets
19877144ba
Avoid redownloading CLUT when reloaded.
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In Brave Story, the game reloads the CLUT frequently, but doesn't actually
render to the CLUT that often. It also switches between a few different
rendered CLUTs - so caching that we've downloaded is a HUGE win.
In case someone reading this message is interested, it actually renders
these CLUT tables from what appears to be a color wheel. Crazy huh?
2016-01-04 22:21:33 -08:00
Unknown W. Brackets
095d8cb52a
Avoid download/conv of full rows.
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Sometimes we don't need the full width, such as when we're downloading a
CLUT. In Brave Story, the CLUTs overlap in detected width, so this is a
real improvement.
2016-01-04 22:20:12 -08:00
Unknown W. Brackets
63c600d5e2
gedbg: Format flat shading.
2016-01-04 21:46:18 -08:00
Unknown W. Brackets
28a07c70c6
Explicitly download rendered cluts.
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This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies. CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
Unknown W. Brackets
4e088aebb7
Discard blit buffer contents before blit.
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This way the GPU doesn't think it needs to load anything, it's all being
overwritten. If we're only using part of the framebuffer, the other parts
don't matter.
2016-01-04 20:57:54 -08:00
Unknown W. Brackets
a6c64f74d1
Cleanup download process a bit more.
2016-01-04 20:51:43 -08:00
Unknown W. Brackets
4176ee241f
Reuse more code between GPUs for download.
2016-01-04 20:40:07 -08:00
Unknown W. Brackets
36c8b043f3
d3d9: Fix CLUT4 optimization color creation.
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Fixes #8385 .
2016-01-04 07:36:47 -08:00
Unknown W. Brackets
9fa6777c3e
Fix copy/paste mistake with growing views.
2016-01-04 06:46:06 -08:00
Henrik Rydgård
f0812297a6
Merge pull request #8376 from unknownbrackets/gpu-depth
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Correct universally for clamped depth range
2016-01-04 09:55:02 +01:00
Henrik Rydgård
f0e19c993d
Merge pull request #8377 from unknownbrackets/minor
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Improve some ifdef usage, minor GL error fix
2016-01-04 09:44:34 +01:00
Henrik Rydgård
d4ad1a6645
Merge pull request #8379 from unknownbrackets/clut-render-prep
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Refactor some of texcache for clut render changes
2016-01-04 09:43:15 +01:00
Unknown W. Brackets
6cc69ed25f
Factor out texture shader application.
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This allows it to be reused between depal and indexed textures (second not
implemented yet.)
2016-01-03 23:50:49 -08:00
Unknown W. Brackets
14b350a5fe
d3d9: Fix render-to-texture not working.
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Broken by a copy/paste mistake in #7870 form OpenGL.
2016-01-03 23:44:43 -08:00
Unknown W. Brackets
e427d09628
Determine scaleFactor once per frame.
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This way, for auto, we can properly treat it like scaleFactor = 1 when the
resolution is small.
2016-01-03 23:06:15 -08:00
Unknown W. Brackets
3aead9584b
Oops, fix typo causing clamping to clamp wrong.
2016-01-03 19:59:59 -08:00
Unknown W. Brackets
7e54368998
Correct depth offset when clamped.
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Of course, the scale is already half, so we just need to double for d3d9,
and not double for OpenGL of course.
Our offset is already in [0, 1] so we keep it.
2016-01-03 19:59:35 -08:00
Unknown W. Brackets
abc0f27c95
Merge pull request #8373 from daniel229/replacefuncs
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Replace functions in games
2016-01-03 17:11:59 -08:00
daniel229
1e984b48ef
update functions
2016-01-04 09:08:52 +08:00