Commit graph

2082 commits

Author SHA1 Message Date
Henrik Rydgård
db59559a92 Reduce the "Ret: Stack Empty" log level to DEBUG.
Still reporting. Avoids logspam in buggy games.
2014-02-25 21:23:21 +07:00
Henrik Rydgård
b7651b61c7 Merge pull request #5546 from chinhodado/fixes
some minor fixes and changes
2014-02-23 19:12:42 +07:00
chinhodado
aae9d43e7d remove some redundant brackets 2014-02-22 23:26:20 -05:00
chinhodado
9bd07d4c9c remove a redundant assignment 2014-02-22 23:08:26 -05:00
chinhodado
d110d4e3cf change to correct enums 2014-02-20 21:29:00 -05:00
chinhodado
cb39a5d978 fix buffer overflow 2014-02-19 12:07:45 -05:00
Henrik Rydgard
9c4d9461d4 Detect bad mipmap sizes, autogen mipmaps in this case. Might help part of #2603
(outrun)
2014-02-17 11:42:03 +01:00
Unknown W. Brackets
be9194b887 Try harder to show a useful post shader error.
It's worth seeing the error quickly, but mostly will need to look at the
log.
2014-02-16 01:25:33 -08:00
Unknown W. Brackets
592e8ca253 Update reporting as soon as the game boots.
This way if it starts with "read framebuffers" but it's switched off, it
will notice properly.
2014-02-15 15:18:01 -08:00
Unknown W. Brackets
97192388b6 Clamp float z in throughmode, rather than wrapping.
Matches tests, fixes sky in Tales of Eternia (#4572.)
2014-02-13 08:03:56 -08:00
Henrik Rydgård
79549e4acc PosS16Through: Treat Z as unsigned. 2014-02-13 11:59:47 +01:00
Henrik Rydgard
14018bd763 Apply the fog fix to software transform as well. See #2387 2014-02-12 11:13:49 +01:00
Henrik Rydgard
9e6d7abf4e Minor cleanup 2014-02-12 11:10:44 +01:00
Henrik Rydgard
8b6b491820 Remove obsolete outputWidth/outputHeight 2014-02-10 12:44:35 +01:00
Unknown W. Brackets
ad8488ecc4 Reset reporting on a new game.
This way "once" and "spam" no longer persist between runs.  Makes it
easier to test a bunch of games in a row without restarting in between.
2014-02-09 17:39:16 -08:00
Unknown W. Brackets
7380c5b664 Stop showing z = 1.0 for non through in debugger.
Oops.
2014-02-09 00:33:15 -08:00
Unknown W. Brackets
e7eca477b0 Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00
Unknown W. Brackets
cd4cd77938 Clean up defines in MSVC project files.
This way they're all basically the same.  A lot of cases where
debug/release/etc. where inconsistent...

Also, define USING_WIN_UI.
2014-02-08 16:38:44 -08:00
Unknown W. Brackets
d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets
2c204e8028 Update project to MSVC 2013 tools.
Retaining XP support, using SDK 7.1a (v120_xp.)  Disables SSE2 flag on x64
since it's implied and causes compile warnings.
2014-02-08 13:41:28 -08:00
Henrik Rydgård
ca8311b4b8 Fix post processing shader list on Android. Fixes #5330.
This simply removes an old workaround that's no longer needed due to a
bug fix.
2014-02-04 13:20:36 +01:00
Bovine
2c0df8db79 Fixed infrequent segfault in CheckAlpha
pixelData was allocated with stride shorts per row and then advanced as
stride ints per row (reading every other row).  Upshot: fully solid
16-bit textures with alpha channels should now properly categorize as
ALPHA_FULL
2014-02-02 13:51:45 -07:00
Henrik Rydgård
1f363d8af3 Merge pull request #5240 from unknownbrackets/texcache
Correct CheckAlpha() for un-rearranged textures
2014-01-27 01:03:46 -08:00
Henrik Rydgård
d055954a83 Merge pull request #5241 from DanyalZia/patch-50
Properly show OSD information of resolution
2014-01-27 01:01:13 -08:00
DanyalZia
afc36d557e Properly show OSD information of resolution 2014-01-27 11:46:09 +05:00
Unknown W. Brackets
b626daca59 Correct CheckAlpha() for un-rearranged textures.
Fixes #4403.  It was just not seeing the alpha when a texture had a large
bufw and a small w, and transparent only near the bottom - as in FF1's case.
2014-01-26 19:39:34 -08:00
Ced2911
2ab34b5704 [gpu] Endian fix 2014-01-26 14:29:30 -08:00
DanyalZia
61a15c1465 Fix a bug where changing resolution wouldn't make a difference on a fly 2014-01-26 19:02:21 +05:00
Unknown W. Brackets
b034b992df Only copy dirty depth buffers between FBOs.
We can remove this if/when we track them separately.  This may break a
game that depends on the depth carrying over between several FBOs, but
that's not extremely likely.

This improves performance in Gods Eater Burst.
2014-01-24 01:44:24 -08:00
sum2012
3c72623061 Fix "Integer divide by zero 0" in Spline.cpp 2014-01-23 05:45:28 +08:00
Unknown W. Brackets
9cfb8648c0 Keep a map of temporary buffers for self renders. 2014-01-20 07:54:40 -08:00
Unknown W. Brackets
c6dc6b46e5 Clear the duplicate FBO on shutdown. 2014-01-20 07:54:39 -08:00
Unknown W. Brackets
b48de952fd Duplicate framebuffers textured onto themselves.
This fixes #2917.

I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
60cf5df571 Consider the texture changed when framebuf changes.
Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets
09f1c795e5 Pass around texture pointers, not addresses.
This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
raven02
ee3c3bca4a Add BindFramebufferDepth() 2014-01-20 22:03:12 +08:00
raven02
a132b54c01 Put depth copy as BindFramebufferDepth() 2014-01-20 22:02:20 +08:00
Unknown W. Brackets
b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Unknown W. Brackets
3e7f749f6d Change the self message for separate reporting. 2014-01-20 01:07:01 -08:00
Unknown W. Brackets
c412bbc09c Don't call SetTexture() in clear mode.
It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Henrik Rydgård
7d8b4b5cfe Merge pull request #5158 from unknownbrackets/softgpu
Fix a bunch of issues in line drawing in softgpu
2014-01-19 23:59:32 -08:00
Henrik Rydgård
1e360d5c0a Merge pull request #5153 from unknownbrackets/texcache2
Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Unknown W. Brackets
5a7d400f4b softgpu: Fix lines drawn upward or leftward. 2014-01-19 23:32:53 -08:00
Unknown W. Brackets
8271ec1a55 softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets
74c1b21b59 softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines.  Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets
eeaeb91610 Disable scaling to odd multiples when unsupported.
May help #4000.
2014-01-19 21:14:21 -08:00
Unknown W. Brackets
9680a7ccc7 Allow texture scaling on changed textures.
But only if they don't change very frequently.  Should fix #1934.
2014-01-19 20:54:48 -08:00
Peter Tissen
2f7243b5eb Don't truncate spline/bezier through mode
Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.

This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).

This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Unknown W. Brackets
4bb6a77519 softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets
8f5fc4f079 softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00