Unknown W. Brackets
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50a775d31f
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SoftGPU: Calculate mip level based on float bits.
This is probably what the hardware does and much faster.
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2017-05-08 20:43:02 -07:00 |
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Unknown W. Brackets
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37a4d1308f
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SoftGPU: Round screencoords.
It seems like this is what the PSP does, or maybe this is just correcting
for floating point error...
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2017-05-08 06:50:25 -07:00 |
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Unknown W. Brackets
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92ba91366c
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SoftGPU: Process mipmaps in texturing.
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2017-05-08 06:50:25 -07:00 |
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Unknown W. Brackets
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3944a07bf7
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SoftGPU: Fix separate mipmap cluts.
These should only be used for CLUT4.
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2017-05-08 06:50:24 -07:00 |
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Unknown W. Brackets
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f5dd3b9716
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SoftGPU: Refactor mask calculation and use SSE.
A tiny bit faster.
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2017-05-08 06:50:23 -07:00 |
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Unknown W. Brackets
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1f2c2b6d42
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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.
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2017-05-08 06:50:23 -07:00 |
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Unknown W. Brackets
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7ffc891522
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SoftGPU: Apply clamp/wrap in through.
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2017-05-08 06:50:21 -07:00 |
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Unknown W. Brackets
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4f6b9c1fd2
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Arg, gcc buildfix.
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2017-04-29 23:53:22 -07:00 |
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Unknown W. Brackets
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1666586869
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SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
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2017-04-29 20:36:36 -07:00 |
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Unknown W. Brackets
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4fb7e43af8
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SoftGPU: Grab 4 S/T coords in non-through too.
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2017-04-23 11:11:16 -07:00 |
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Unknown W. Brackets
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81ee2e992e
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SoftGPU: Interpolate through texturing better.
This is significantly faster.
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2017-04-23 10:37:12 -07:00 |
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Unknown W. Brackets
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3142462ac6
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SoftGPU: Rasterize triangles in chunks of 4 pixels.
Not very optimal yet.
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2017-04-23 10:37:11 -07:00 |
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Unknown W. Brackets
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7112cdce81
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SoftGPU: Use texture bufw in bytes.
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2017-04-23 10:37:10 -07:00 |
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Unknown W. Brackets
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1e78642a7b
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SoftGPU: Remove old spline handling code.
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2017-04-15 21:10:19 -07:00 |
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Unknown W. Brackets
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ede9025447
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SoftGPU: Simplify index conversion.
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2017-04-15 21:01:17 -07:00 |
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Unknown W. Brackets
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65439b8e96
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SoftGPU: Fix indices starting after 0.
We decode to 0, so we need to offset.
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2017-04-15 20:49:49 -07:00 |
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Unknown W. Brackets
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b543c0d0e4
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SoftGPU: Use common spline/bezier rendering.
There's nothing inherently non-software rendering about this.
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2017-04-15 20:08:37 -07:00 |
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Unknown W. Brackets
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b67650a8ff
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SoftGPU: Force render res to 1x.
This fixes issues with the vertex preview in the GE Debugger.
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2017-04-15 19:54:42 -07:00 |
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Unknown W. Brackets
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31ddcd48ed
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SoftGPU: Fix crash on matrix load.
Just stubbing the draw engine here.
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2017-04-15 19:53:56 -07:00 |
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Unknown W. Brackets
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dfed20701a
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SoftGPU: Correct negative coord handling.
Fixes #5159 - we need this signed to handle negative values properly.
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2017-04-15 19:52:17 -07:00 |
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Henrik Rydgård
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c899882034
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Fix issues with software GPU on D3D11
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2017-04-11 12:53:11 +02:00 |
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Henrik Rydgard
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ecdb289235
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Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422
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2017-03-14 09:53:41 +01:00 |
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Henrik Rydgard
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03dab0fdbd
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
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Henrik Rydgard
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eabcb22623
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Refactor away SetImageData
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2017-02-19 11:02:24 +01:00 |
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Henrik Rydgard
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b0cdcfca3c
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D3D11: Proper fix for DXT5 crash. May also help #9134.
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2017-02-18 02:41:17 +01:00 |
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Henrik Rydgard
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0e8aeaea3a
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D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
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2017-02-18 00:07:49 +01:00 |
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Henrik Rydgard
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2fabe3e1c5
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Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
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2017-02-17 19:23:01 +01:00 |
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Henrik Rydgard
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5c918da774
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Minor cleanups (combined two identical enums, misc)
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2017-02-15 11:06:59 +01:00 |
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Henrik Rydgard
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9bdae8f32e
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DrawContext: Use uniform buffers on all platforms (simulated where necessary)
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2017-02-08 12:55:58 +01:00 |
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Henrik Rydgard
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41fecc8c16
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More D3D11 basics. Only dynamic constant buffers left, then it should display the UI.
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2017-02-07 19:45:09 +01:00 |
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Henrik Rydgard
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d78d3bb25f
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Change the API for updating buffers from the CPU to be cleaner
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2017-02-07 19:04:44 +01:00 |
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Henrik Rydgard
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534a65c610
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Remove thin3d buffer->SetData
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2017-02-07 18:42:32 +01:00 |
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Henrik Rydgard
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0d1d6f98e4
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Pass in the DrawContext to all backends
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2017-01-30 20:26:47 +01:00 |
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Henrik Rydgard
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20d9e60a67
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Just some renaming. Start moving away from the "thin3d" name
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2017-01-30 14:38:31 +01:00 |
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Henrik Rydgård
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14d2bf5989
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Merge pull request #9136 from LunaMoo/ProjectionMatrixData
Limit Projection Matrix Data count to <= 16
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2017-01-28 17:04:12 +01:00 |
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Henrik Rydgard
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b8ba01f754
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SoftGPU: Fix vertex colors, prevent a crash. Helps #9247
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2017-01-28 16:41:38 +01:00 |
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Henrik Rydgård
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528af8a939
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Simplification around textures
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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d8dbb8389b
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Make buffer binding more Vulkan/Metal-like
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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8654d42528
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DrawContext API change: introduce TextureDesc
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2017-01-24 20:59:00 +01:00 |
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Henrik Rydgård
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6a7d3a3910
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Break out image file management from DrawContext (thin3d)
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2017-01-24 20:58:59 +01:00 |
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LunaMoo
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e0aaba5448
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Also fix SoftGPU
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2017-01-24 02:35:06 +01:00 |
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Henrik Rydgard
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ae37df0a8c
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Further centralization of EstimatePerVertexCost, now moved to GPUCommon
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2017-01-23 21:11:39 +01:00 |
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Henrik Rydgard
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bd4436c6eb
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Centralize EstimatePerVertexCost and Execute_BlockTransferStart
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2017-01-23 17:22:17 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgård
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e47138a5f3
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Warning fixes
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2017-01-17 20:26:48 +07:00 |
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Henrik Rydgård
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cbf4e5f38c
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Implement colormask
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2016-12-27 11:59:11 +01:00 |
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Henrik Rydgård
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9f2e83b66c
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Bundle up more state in the pipeline object. Lets us get rid of Vulkan's pipeline cache.
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2016-12-27 11:59:11 +01:00 |
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Henrik Rydgård
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8d84fb75c7
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Remove ShaderSet presets
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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1ed7f0d7fd
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More modern way to specify vertex data format (inputlayout)
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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166243e0fd
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Make pipelines bound state
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2016-12-27 11:59:10 +01:00 |
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