Commit graph

19395 commits

Author SHA1 Message Date
Unknown W. Brackets
23fc832813 gedbg: Add option to display CLUT preview.
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 Rydgård
41a9e00f01 Merge pull request #8405 from unknownbrackets/debugger
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
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.
Fixes #8393.
2016-01-05 23:02:19 -08:00
Unknown W. Brackets
02f6b3dec7 Refactor config setting iteration.
Cleaner.
2016-01-05 23:01:49 -08:00
Unknown W. Brackets
aa0055cea7 Track the running GPU backend separate from config.
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
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.
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
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.
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.
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.
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.
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.
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
Correct universally for clamped depth range
2016-01-04 09:55:02 +01:00
Henrik Rydgård
f0e19c993d Merge pull request #8377 from unknownbrackets/minor
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
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.
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.
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.
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.
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
Replace functions in games
2016-01-03 17:11:59 -08:00
daniel229
1e984b48ef update functions 2016-01-04 09:08:52 +08:00
Unknown W. Brackets
79263a73e5 Correct invalid enum error in GE debugger. 2016-01-03 15:11:19 -08:00
Unknown W. Brackets
da78ec0b4d Use USING_WIN_UI for desktop Windows console. 2016-01-03 15:10:50 -08:00
Unknown W. Brackets
d165680ee7 Don't assume _MSC_VER / _WIN32 mean x86/x64. 2016-01-03 15:07:36 -08:00
Unknown W. Brackets
055aa0c881 Fix non-Windows unittest linking issue.
Fixes #8375.
2016-01-03 12:31:14 -08:00
Unknown W. Brackets
529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
d5a37f6311 Merge pull request #8374 from Kingcom/GEDebugger
GEDebugger: Add option to force texture opaqueness
2016-01-03 12:14:14 -08:00
Unknown W. Brackets
18cdf9f352 Remove the depth range hack.
Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Kingcom
1f5c28ca62 GEDebugger: Add option to force texture opaqueness 2016-01-03 20:50:43 +01:00
Unknown W. Brackets
6c38b22467 Fix crashes when running games, tests, etc.
Need the graphicsContext value to stick around.
2016-01-03 11:05:36 -08:00
Unknown W. Brackets
9f24b68756 Update lang submodule. 2016-01-03 10:25:36 -08:00
Henrik Rydgård
b29f46f9ac Merge pull request #8363 from unknownbrackets/jit-alloc
Jit: Properly re-allocate when jit is freed a lot
2016-01-03 18:55:12 +01:00