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
xebra
de253a6aef
[spline/bezier]Revert #ab9c1d4 about spline/bezier.
2017-01-23 14:12:46 +01:00
Henrik Rydgard
ab9c1d4dc0
Centralize the spline/bezier/bbox execute functions into GPUCommon
2017-01-21 20:43:05 +01:00
Henrik Rydgård
f86b9f7900
Guess what? More renaming
2016-12-27 11:59:06 +01:00
Henrik Rydgård
463251908b
Rename things to closer match another project which I plan to share some code with
2016-12-27 11:59:02 +01:00
Henrik Rydgård
10393f5d4e
Move Thin3D into the Draw namespace.
2016-12-27 11:58:03 +01:00
Henrik Rydgard
dc5c0c0d2d
Centralize ProcessEvent
2016-12-21 20:02:05 +01:00
Henrik Rydgard
7634ff7f09
Centralize a few more functions, fix DX9
2016-12-21 18:51:19 +01:00
Henrik Rydgard
98ebf9ed6f
Centralize PerformStencil* and Invalidate* functions
2016-12-21 18:33:08 +01:00
Henrik Rydgard
866d4a645f
Centralize "PerformMemory*" functions
2016-12-21 18:26:06 +01:00
Henrik Rydgard
e15cba0e1b
Centralize "Resized()"
2016-12-21 18:13:58 +01:00
Henrik Rydgard
7e46a153c0
Centralize DoBlockTransfer between the GPUs.
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Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
2016-12-21 18:07:17 +01:00
Henrik Rydgard
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Unknown W. Brackets
4d0c457ddc
Cleanup display vs. output screenshot terminology.
2016-09-25 16:35:43 -07:00
Unknown W. Brackets
fa0e88f1b7
Add a flag to use the display vfb for screenshots.
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This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
92d930887f
Android: Add both a lost and restore phase.
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Lost = delete, restore = create. Let's stick to never overlapping.
May help #8912 .
2016-09-10 21:58:42 -07:00
Unknown W. Brackets
6151f8ef9f
Allow taking screenshots with a clamped size.
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Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets
f08c873a4b
Save FBOs on decimate when they have a safe size.
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Fixes #7695 .
2016-05-19 21:23:22 -07:00
Unknown W. Brackets
99d29356d7
Track video addresses in texture cache.
2016-05-01 08:39:18 -07:00
Unknown W. Brackets
b1f0d4869c
Advance pointers after drawing splines.
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Tests show this is just like beziers.
2016-04-10 17:12:48 -07:00
Unknown W. Brackets
d920ffdcad
Ignore upper bits of prim type.
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This matches tests on what hardware does.
2016-04-10 13:11:55 -07:00
Unknown W. Brackets
e95b2cf0d5
Reduce some repetitive code.
2016-04-10 13:07:08 -07:00
Unknown W. Brackets
868bbb8ebe
Advance vertex/index pointers on bezier submit.
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Just like other primitives.
2016-04-10 12:59:06 -07:00
Unknown W. Brackets
277b76e2ae
Treat GE_PATCHPRIM_UNKNOWN as points.
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Confirmed by tests on hardware - although it's doubtful any games use
this type.
2016-04-10 11:58:15 -07:00
Unknown W. Brackets
1e0051a792
Add support for 32-bit indices.
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Not clear how often these are used by games. Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
7cb6192005
Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
2016-04-10 10:31:42 +02:00
Henrik Rydgard
e611915a52
Rename some GPU classes and enums to fix some consistency issues between the backends.
2016-04-10 10:21:48 +02:00
Henrik Rydgard
727058fc27
Remove an entry from GPUStats that didn't really belong.
2016-04-02 11:06:05 +02:00
Henrik Rydgard
c1e9df0777
Adjust the displayed debug stats for each backend. Cleanup.
2016-03-31 10:23:40 +02:00
Henrik Rydgard
5ef608fa50
GPU stats: Have each backend format its own string.
2016-03-31 10:17:02 +02:00
Henrik Rydgard
8a39794c47
Revert "Enable the Unpack Subimage path on DX9 (maybe should just remove the check)"
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This causes some breakage that need investigation.
This reverts commit 1970d38650
.
2016-03-22 23:56:55 +01:00
Unknown W. Brackets
add506a0d3
Cleanup differences in aniso handling.
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Some places were not handling it as a power of two.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
1970d38650
Enable the Unpack Subimage path on DX9 (maybe should just remove the check)
2016-03-20 19:31:02 +01:00
Unknown W. Brackets
b33e39788f
d3d9: Use thin3d for reporting info.
2016-02-13 10:53:28 -08:00
Unknown W. Brackets
095624867a
d3d9: Enable GPU info in D3D9 reporting.
2016-02-13 09:51:09 -08:00
Unknown W. Brackets
f1c06d25ea
Switch to old-style depth in OpenGL.
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Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets
f9970dba94
d3d9: Respect per-pixel depth rounding.
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Using the 16-bit depth range.
2016-01-20 22:11:01 -08:00
Unknown W. Brackets
79750ed1ad
Add a config setting to control depth quality.
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For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Unknown W. Brackets
b80c02c272
Simulate depth clamping.
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We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets
b40c3fd839
Use video format when uploading to framebuffers.
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Expected to help Bounty Hound, #8392 .
2016-01-17 12:57:27 -08:00
Unknown W. Brackets
f60aef2e16
Add a more specific interface for video frames.
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Since we know more about them. No functional change yet.
2016-01-17 12:57:26 -08:00
Henrik Rydgard
7e24801fc1
Specify which games need vertex depth rounding instead of which ones don't.
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Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision
of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star.
See issue #8187 .
2016-01-16 11:31:27 +01:00
Unknown W. Brackets
c6ffed6484
gedbg: Add mechanics to grab CLUT buffer.
2016-01-10 09:25:19 -08:00
Unknown W. Brackets
4176ee241f
Reuse more code between GPUs for download.
2016-01-04 20:40:07 -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
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
18cdf9f352
Remove the depth range hack.
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Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Henrik Rydgard
4b360a571c
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
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I hate doing this, but it's not really better off as an option.
See #8171
2015-11-15 23:00:25 +01:00
Unknown W. Brackets
3b98229c6f
Correct texture preview in D3D9, oops.
2015-11-13 23:10:30 -08:00