Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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93e9d6cd56
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Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
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2015-09-13 11:35:15 -07:00 |
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Unknown W. Brackets
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62de281e35
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Use texture UV range to optimize framebuf copies.
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2015-09-13 11:34:52 -07:00 |
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Unknown W. Brackets
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f4df7f076e
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Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
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2015-09-13 11:15:57 -07:00 |
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Unknown W. Brackets
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31106d063c
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Fix MSVC 2015 highlighting for ARM/ARM64.
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2015-09-13 10:02:55 -07:00 |
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Unknown W. Brackets
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72a73045bb
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Add uv range to arm64 and non-jit decoders.
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2015-09-13 10:01:37 -07:00 |
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Unknown W. Brackets
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5c233fa545
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Add initial decoding check for uv bounds.
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2015-09-13 10:00:33 -07:00 |
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Unknown W. Brackets
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c7e6f051e4
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Split the texture application into two stages.
The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
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2015-09-13 09:30:39 -07:00 |
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Unknown W. Brackets
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71afaffc20
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Pack texture cache entries just a bit tighter.
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2015-09-13 06:43:47 -07:00 |
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Unknown W. Brackets
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7d63a10fdd
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Centralize texture cache entry structures.
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2015-09-13 06:43:37 -07:00 |
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Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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Unknown W. Brackets
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e0f85a9c6b
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Native merge part 1: skip native/ in includes.
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2015-09-06 12:19:33 -07:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Henrik Rydgard
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1c0158bfe6
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Further reduce the use of ifdef USING_GLES2 and friends.
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2015-09-05 23:39:10 +02:00 |
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Henrik Rydgard
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9e18fb7e90
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Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
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2015-08-26 15:25:21 +02:00 |
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Henrik Rydgard
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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Unknown W. Brackets
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ba15718db3
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Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
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2015-08-23 09:25:05 -07:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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d7c76cb1da
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Refactor: More work towards getting rid of gstate accesses from the framebuffer manager
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2015-08-05 11:51:24 +02:00 |
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Henrik Rydgard
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454a363876
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Reorganize all the gstate fetching in FramebufferCommon to one place
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2015-08-05 11:36:02 +02:00 |
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Henrik Rydgard
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d26b74d4d6
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GPU refactor: Move accesses to gstate out of leaf functions
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2015-08-05 01:03:49 +02:00 |
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Henrik Rydgard
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c8fe0b2690
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Minor simplification, buildfixes
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2015-07-29 12:38:31 +02:00 |
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