Commit graph

500 commits

Author SHA1 Message Date
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3944a07bf7 SoftGPU: Fix separate mipmap cluts.
These should only be used for CLUT4.
2017-05-08 06:50:24 -07:00
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f5dd3b9716 SoftGPU: Refactor mask calculation and use SSE.
A tiny bit faster.
2017-05-08 06:50:23 -07:00
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1f2c2b6d42 SoftGPU: Improve texcoord rounding.
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
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7ffc891522 SoftGPU: Apply clamp/wrap in through. 2017-05-08 06:50:21 -07:00
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4f6b9c1fd2 Arg, gcc buildfix. 2017-04-29 23:53:22 -07:00
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1666586869 SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
2017-04-29 20:36:36 -07:00
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4fb7e43af8 SoftGPU: Grab 4 S/T coords in non-through too. 2017-04-23 11:11:16 -07:00
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81ee2e992e SoftGPU: Interpolate through texturing better.
This is significantly faster.
2017-04-23 10:37:12 -07:00
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3142462ac6 SoftGPU: Rasterize triangles in chunks of 4 pixels.
Not very optimal yet.
2017-04-23 10:37:11 -07:00
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7112cdce81 SoftGPU: Use texture bufw in bytes. 2017-04-23 10:37:10 -07:00
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1e78642a7b SoftGPU: Remove old spline handling code. 2017-04-15 21:10:19 -07:00
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ede9025447 SoftGPU: Simplify index conversion. 2017-04-15 21:01:17 -07:00
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65439b8e96 SoftGPU: Fix indices starting after 0.
We decode to 0, so we need to offset.
2017-04-15 20:49:49 -07:00
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b543c0d0e4 SoftGPU: Use common spline/bezier rendering.
There's nothing inherently non-software rendering about this.
2017-04-15 20:08:37 -07:00
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b67650a8ff SoftGPU: Force render res to 1x.
This fixes issues with the vertex preview in the GE Debugger.
2017-04-15 19:54:42 -07:00
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31ddcd48ed SoftGPU: Fix crash on matrix load.
Just stubbing the draw engine here.
2017-04-15 19:53:56 -07:00
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dfed20701a SoftGPU: Correct negative coord handling.
Fixes #5159 - we need this signed to handle negative values properly.
2017-04-15 19:52:17 -07:00
Henrik Rydgård
c899882034 Fix issues with software GPU on D3D11 2017-04-11 12:53:11 +02:00
Henrik Rydgard
ecdb289235 Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422 2017-03-14 09:53:41 +01:00
Henrik Rydgard
03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard
eabcb22623 Refactor away SetImageData 2017-02-19 11:02:24 +01:00
Henrik Rydgard
b0cdcfca3c D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
Henrik Rydgard
0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
Henrik Rydgard
2fabe3e1c5 Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard
5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgard
9bdae8f32e DrawContext: Use uniform buffers on all platforms (simulated where necessary) 2017-02-08 12:55:58 +01:00
Henrik Rydgard
41fecc8c16 More D3D11 basics. Only dynamic constant buffers left, then it should display the UI. 2017-02-07 19:45:09 +01:00
Henrik Rydgard
d78d3bb25f Change the API for updating buffers from the CPU to be cleaner 2017-02-07 19:04:44 +01:00
Henrik Rydgard
534a65c610 Remove thin3d buffer->SetData 2017-02-07 18:42:32 +01:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
20d9e60a67 Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Henrik Rydgård
14d2bf5989 Merge pull request #9136 from LunaMoo/ProjectionMatrixData
Limit Projection Matrix Data count to <= 16
2017-01-28 17:04:12 +01:00
Henrik Rydgard
b8ba01f754 SoftGPU: Fix vertex colors, prevent a crash. Helps #9247 2017-01-28 16:41:38 +01:00
Henrik Rydgård
528af8a939 Simplification around textures 2017-01-24 20:59:00 +01:00
Henrik Rydgård
d8dbb8389b Make buffer binding more Vulkan/Metal-like 2017-01-24 20:59:00 +01:00
Henrik Rydgård
8654d42528 DrawContext API change: introduce TextureDesc 2017-01-24 20:59:00 +01:00
Henrik Rydgård
6a7d3a3910 Break out image file management from DrawContext (thin3d) 2017-01-24 20:58:59 +01:00
LunaMoo
e0aaba5448 Also fix SoftGPU 2017-01-24 02:35:06 +01:00
Henrik Rydgard
ae37df0a8c Further centralization of EstimatePerVertexCost, now moved to GPUCommon 2017-01-23 21:11:39 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård
e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård
cbf4e5f38c Implement colormask 2016-12-27 11:59:11 +01:00
Henrik Rydgård
9f2e83b66c Bundle up more state in the pipeline object. Lets us get rid of Vulkan's pipeline cache. 2016-12-27 11:59:11 +01:00
Henrik Rydgård
8d84fb75c7 Remove ShaderSet presets 2016-12-27 11:59:10 +01:00
Henrik Rydgård
1ed7f0d7fd More modern way to specify vertex data format (inputlayout) 2016-12-27 11:59:10 +01:00
Henrik Rydgård
166243e0fd Make pipelines bound state 2016-12-27 11:59:10 +01:00
Henrik Rydgård
4462a8cc99 Rename ShaderSet to Pipeline. Get rid of scissorEnable setting (scissor is always enabled). 2016-12-27 11:59:10 +01:00
Henrik Rydgård
3de4a38527 More renaming to match 2016-12-27 11:59:10 +01:00
Henrik Rydgård
425940b433 More renaming 2016-12-27 11:59:07 +01:00