Unknown W. Brackets
0b48c6d066
SoftGPU: Apply color doubling only to RGB.
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Broken in #11379 - accidentally applied to the alpha value. See #11901
for an example where this caused issues with blending.
2019-03-16 19:40:33 -07:00
Unknown W. Brackets
0f880696be
SoftGPU: Respect stencil write mask on test fail.
2018-12-16 13:13:54 -08:00
Unknown W. Brackets
3c5455f85b
SoftGPU: Calculate texcoords in transform.
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No need to do it in rasterization, and should be faster to do it on the
verts, anyway. This fixes the software issue of #11595 , presumably
because of the w handling.
2018-11-25 19:19:11 -08:00
Unknown W. Brackets
e664e1c1dd
SoftGPU: Oops, properly apply pixel mask in 16-bit.
2018-11-23 07:57:39 -08:00
Unknown W. Brackets
10fa20cb06
SoftGPU: Fix pixel mask on rectangle clear.
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Oops, had inverted it. This caused it to improperly clear when masked.
2018-11-19 06:15:55 -08:00
Unknown W. Brackets
022670d882
GPU: Apply fog before color test.
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Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
703181607e
GPU: Apply color test after doubling.
2018-09-09 20:09:48 -07:00
Unknown W. Brackets
8cdead90f9
SoftGPU: Preserve stencil inside logic op func.
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Cleaning things up to make it easier to translate.
2018-09-09 18:11:37 -07:00
Unknown W. Brackets
772ed30288
SoftGPU: Avoid extra lookup of old stencil.
2018-09-09 17:00:12 -07:00
Unknown W. Brackets
2388be544f
Debugger: Fix crash in softgpu with no texaddr yet.
2018-09-04 21:54:25 -07:00
Unknown W. Brackets
44b90f638d
SoftGPU: Apply pixel mask for clears.
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Turns out it's respected even in clear mode.
Also, confirm logic op and blending interact.
2018-08-24 20:55:49 -07:00
Unknown W. Brackets
e2c217ab29
Core: More consistently use config enums.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
d99685cd96
SoftGPU: Oops, fix silly typo.
2017-11-12 23:07:37 -08:00
Unknown W. Brackets
ed34cf06b8
SoftGPU: Add a clear mode fast path.
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This skips a lot of extra work for clears, which are pretty common.
2017-11-11 21:04:32 -08:00
Unknown W. Brackets
176283c3f1
SoftGPU: Thread by width for wide polygons.
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This improves performance a little in some areas.
2017-11-11 18:16:55 -08:00
Unknown W. Brackets
a6f56769a8
SoftGPU: Avoid some compile warnings.
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Remove some no-longer used funcs, add some switch default logs.
2017-06-06 19:49:42 -07:00
Unknown W. Brackets
cb3db559bd
SoftGPU: Jit the linear sampling too.
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For now, just reducing overhead. Could be smarter.
2017-05-30 22:57:46 -07:00
Unknown W. Brackets
1b491fe156
SoftGPU: Stub a jit for texel fetch.
2017-05-30 22:57:30 -07:00
Unknown W. Brackets
d5426e4360
SoftGPU: Move sampler code to a dedicated file.
2017-05-30 22:53:23 -07:00
Unknown W. Brackets
34fe95192f
GPU: Cleanup some gstate accesses.
2017-05-26 19:03:04 -07:00
Unknown W. Brackets
402eb143f7
SoftGPU: Stop calling bufw pixels bytes.
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This was never even bits, it was just 8 * pixels before.
2017-05-26 19:03:03 -07:00
Unknown W. Brackets
697466ae41
SoftGPU: Support UVGen for points and lines.
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Probably not used by any real games, but better to be safe in the software
renderer.
2017-05-26 19:03:02 -07:00
Unknown W. Brackets
f7a14889d3
SoftGPU: Correct mipmaps for points.
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Not likely to be used, but let's make const work.
2017-05-26 18:02:55 -07:00
Henrik Rydgård
1b05a54800
Remove the Mipmap setting. One step forward for #8171
2017-05-26 10:21:20 +02:00
Henrik Rydgård
8f9e0b7fcc
SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
2017-05-24 10:20:10 +02:00
Henrik Rydgård
ad64325876
Merge pull request #9684 from unknownbrackets/softgpu-lines
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Fix lines in the software renderer
2017-05-15 08:53:46 +02:00
Unknown W. Brackets
672ce51a2a
SoftGPU: Implement pretend antialias.
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This doesn't really smooth, but at the very least faking it makes Persona
3 have less ugly lines.
2017-05-14 16:11:02 -07:00
Unknown W. Brackets
5c9d223e32
SoftGPU: Implement simple mipmapping for lines.
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Mostly so the min/mag filter is correct.
2017-05-14 16:11:01 -07:00
Unknown W. Brackets
a95170d789
SoftGPU: Bias bottom right side of line drawing.
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Fixes lines in Persona 2.
2017-05-14 16:11:01 -07:00
Unknown W. Brackets
a26aaec528
SoftGPU: Support flat shading for lines.
2017-05-14 16:11:00 -07:00
Unknown W. Brackets
e4f2ff1464
SoftGPU: Implement lines in transform mode.
2017-05-14 16:10:59 -07:00
Unknown W. Brackets
ad17decf5c
SoftGPU: Quick hack to fix scissor w/2x2 pixels.
2017-05-14 16:02:27 -07:00
Unknown W. Brackets
8ee92048c0
SoftGPU: Avoid rcp due to precision issues.
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Causes artifacts in Sword Art Online, which draws a dialog box using
stretched UVs - rcp causes the edges to sample outside the original UVs.
2017-05-14 16:02:21 -07:00
Unknown W. Brackets
86a1898732
SoftGPU: Correct rendering for pixel centers.
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This should theoretically calculate everything more correctly.
2017-05-13 08:03:08 -07:00
Unknown W. Brackets
9e34601be2
SoftGPU: Correct texturing for pixel centers.
2017-05-13 07:53:39 -07:00
Unknown W. Brackets
6b0c9a5531
SoftGPU: Improve wsum recip SIMD.
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A bit faster.
2017-05-13 06:56:33 -07:00
Unknown W. Brackets
7c526acc69
SoftGPU: Multiply S/T early via SIMD.
2017-05-13 06:49:27 -07:00
Unknown W. Brackets
c4d1863ded
GPU: Consistently bias const mip levels.
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Since SLOPE is just a more complicated CONST, we can treat them the same.
2017-05-12 20:30:47 -07:00
Unknown W. Brackets
50a775d31f
SoftGPU: Calculate mip level based on float bits.
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This is probably what the hardware does and much faster.
2017-05-08 20:43:02 -07:00
Unknown W. Brackets
92ba91366c
SoftGPU: Process mipmaps in texturing.
2017-05-08 06:50:25 -07:00
Unknown W. Brackets
3944a07bf7
SoftGPU: Fix separate mipmap cluts.
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These should only be used for CLUT4.
2017-05-08 06:50:24 -07:00
Unknown W. Brackets
f5dd3b9716
SoftGPU: Refactor mask calculation and use SSE.
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A tiny bit faster.
2017-05-08 06:50:23 -07:00
Unknown W. Brackets
1f2c2b6d42
SoftGPU: Improve texcoord rounding.
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This fixes several obvious issues in Crisis Core, but it's still wrong
when texcoords go the other direction. Need to use the deltas.
2017-05-08 06:50:23 -07:00
Unknown W. Brackets
7ffc891522
SoftGPU: Apply clamp/wrap in through.
2017-05-08 06:50:21 -07:00
Unknown W. Brackets
4fb7e43af8
SoftGPU: Grab 4 S/T coords in non-through too.
2017-04-23 11:11:16 -07:00
Unknown W. Brackets
81ee2e992e
SoftGPU: Interpolate through texturing better.
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This is significantly faster.
2017-04-23 10:37:12 -07:00
Unknown W. Brackets
3142462ac6
SoftGPU: Rasterize triangles in chunks of 4 pixels.
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Not very optimal yet.
2017-04-23 10:37:11 -07:00
Unknown W. Brackets
7112cdce81
SoftGPU: Use texture bufw in bytes.
2017-04-23 10:37:10 -07:00
Unknown W. Brackets
dfed20701a
SoftGPU: Correct negative coord handling.
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Fixes #5159 - we need this signed to handle negative values properly.
2017-04-15 19:52:17 -07:00
Henrik Rydgard
b0cdcfca3c
D3D11: Proper fix for DXT5 crash. May also help #9134 .
2017-02-18 02:41:17 +01:00