Commit graph

297 commits

Author SHA1 Message Date
Unknown W. Brackets
2b16b5b79b Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
Henrik Rydgard
d17aa4738a Some more GetPointer cleanup 2014-10-19 23:19:51 +02:00
Henrik Rydgard
c62255f1d9 GetPointerUnchecked is ok around display list pc, checked elsewhere 2014-10-19 23:13:54 +02:00
Henrik Rydgard
e22fed8b9f Use unordered_map where it makes sense. Very tiny speed boost?
Also some microoptimizations.
2014-10-19 21:12:25 +02:00
Henrik Rydgard
7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Henrik Rydgard
3c55f81b87 Fix #6988 (crash under startup of GTA Chinatown Wars) 2014-10-18 11:26:51 +02:00
Unknown W. Brackets
feada0ee65 Adjust some logging.
Report logic op more correctly, cleanup an incorrect log.
2014-09-28 15:13:52 -07:00
Unknown W. Brackets
32fc4c7676 d3d9: Try harder to get a shader compile error. 2014-09-26 21:32:22 -07:00
Unknown W. Brackets
b97af10a6d d3d9: Show error when default shaders fail. 2014-09-26 21:20:50 -07:00
chinhodado
7b4b0eb0a0 Use E_FAIL instead of -1 and clean up 2014-09-26 15:55:21 -04:00
Unknown W. Brackets
67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets
d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Unknown W. Brackets
c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Henrik Rydgård
b9d3443e1b Merge pull request #6931 from CPkmn/patch-6
D3D9 Get maxAnisotropyLevel from device caps
2014-09-21 22:31:31 +02:00
Unknown W. Brackets
dc6c88d147 d3d9: Mask out alpha using KEEP stencil op. 2014-09-21 12:47:39 -07:00
Unknown W. Brackets
6618681d05 d3d9: Oops, can't use shader blending anyway. 2014-09-21 12:17:16 -07:00
Unknown W. Brackets
4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Henrik Rydgard
718d7e291f d3d9: Add BindFramebufferColor(). 2014-09-21 12:05:29 -07:00
Unknown W. Brackets
856154a5f9 d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Unknown W. Brackets
6e34fe1c4b d3d9: Fix fbo tex clamp (usually shadows.) 2014-09-21 11:07:02 -07:00
Unknown W. Brackets
ccb6e99e07 d3d9: Disable color doubling without tex.
As the PSP does.
2014-09-21 10:58:21 -07:00
Unknown W. Brackets
8bf13d4214 d3d9: Add stencil and blend replacement helpers. 2014-09-21 10:56:54 -07:00
Unknown W. Brackets
e3d6f19a2e d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
Unknown W. Brackets
9355322824 d3d9: Fix shader compile error X3014. 2014-09-21 09:05:47 -07:00
Unknown W. Brackets
a62f88d1f8 d3d9: Oops, don't need this, no prescale.
Hmm, trying to reduce differences, though...
2014-09-21 00:09:38 -07:00
Unknown W. Brackets
77b2da7345 d3d9: Update some areas of the pix shader.
Will eventually want this to have the clamping etc.
2014-09-21 00:07:07 -07:00
Unknown W. Brackets
6f38c21ccc d3d9: Make the vertex shaders more similar. 2014-09-20 23:55:48 -07:00
CPkmn
d0b225df7c D3D9 Get maxAnisotropyLevel from device caps 2014-09-20 22:39:01 -07:00
Henrik Rydgard
34f7b90c1d DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Unknown W. Brackets
6d08b363c2 d3d9: Use a half-pixel offset when drawing a tex.
Fixes half pixel offset issues (center of pixels is 0,0 in d3d9, but
texels are at 0.5/w,0.5/h.)
2014-09-20 08:30:30 -07:00
Unknown W. Brackets
8d4a642787 Merge pull request #6925 from hrydgard/d3d9-matrixopt
D3D9 - use 4x3 matrices where possible
2014-09-20 08:26:42 -07:00
Henrik Rydgard
98337c68f3 DX9: fix type in texture filter selection 2014-09-20 14:06:02 +02:00
Henrik Rydgard
e04b67dad4 When aniso filtering is enabled, force it on for min filtering but not for mag filtering. 2014-09-20 13:04:32 +02:00
Henrik Rydgard
f416978013 DX9: Support anisotropic filtering. Fixes #6929 2014-09-20 10:32:43 +02:00
Henrik Rydgard
9bb5bd6fb3 Of course have to update these as well. 2014-09-19 00:39:34 +02:00
Henrik Rydgard
9c625a79a1 DX9: Use 4x3 matrices for bones too. Compact shader constants. 2014-09-18 23:14:53 +02:00
Henrik Rydgard
6304d60b40 Convert 4x4 to 4x3 matrices where possible (except bones) 2014-09-18 23:08:46 +02:00
Henrik Rydgard
07c7687052 More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
Henrik Rydgard
6c313385ab Reduce the diff between the two draw engines 2014-09-18 00:40:25 +02:00
Henrik Rydgard
9755f6ba49 Really set maxindex correctly.. 2014-09-17 23:28:46 +02:00
Henrik Rydgard
decdfadabc DX9: Specify max index correctly 2014-09-17 22:06:34 +02:00
Henrik Rydgard
e07d836d7c D3D: Specify maxindex correctly in DrawIndexedPrimitive 2014-09-17 22:04:10 +02:00
Henrik Rydgard
60c8cdec39 Clean up some indentation 2014-09-17 22:03:44 +02:00
Henrik Rydgard
5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Henrik Rydgard
cef5f5be40 Fix DX9 bbox crash (DrawEngine::decoded wasn't initialized, because it also existed in the DX9 draw engine) 2014-09-17 21:31:22 +02:00
Unknown W. Brackets
94c865b0ab d3d: Fix auto texture scaling.
Fixes #6913.
2014-09-15 07:09:25 -07:00
Unknown W. Brackets
01bdb6e160 Cleanup some minor vertex cache stuff. 2014-09-15 07:08:55 -07:00
Henrik Rydgård
b7a54a23d0 Merge pull request #6910 from unknownbrackets/d3d9
d3d: Fix some vertex cache glitches, enable bounding box test
2014-09-14 23:38:33 +02:00
Unknown W. Brackets
64d955ea49 d3d: Share the bounding box code. 2014-09-14 14:04:09 -07:00
Unknown W. Brackets
f0c37e3f61 d3d: Use minihashing in the vertex cache. 2014-09-14 13:50:57 -07:00