Commit Graph

2821 Commits

Author SHA1 Message Date
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dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
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93e9d6cd56 Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets
62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -07:00
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f4df7f076e Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
Unknown W. Brackets
31106d063c Fix MSVC 2015 highlighting for ARM/ARM64. 2015-09-13 10:02:55 -07:00
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72a73045bb Add uv range to arm64 and non-jit decoders. 2015-09-13 10:01:37 -07:00
Unknown W. Brackets
5c233fa545 Add initial decoding check for uv bounds. 2015-09-13 10:00:33 -07:00
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c7e6f051e4 Split the texture application into two stages.
The latter simply applies the texture.

This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -07:00
Unknown W. Brackets
71afaffc20 Pack texture cache entries just a bit tighter. 2015-09-13 06:43:47 -07:00
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7d63a10fdd Centralize texture cache entry structures. 2015-09-13 06:43:37 -07:00
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e1df8fc45f Centralize sampling params and test optimizations. 2015-09-13 06:38:07 -07:00
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e0f85a9c6b Native merge part 1: skip native/ in includes. 2015-09-06 12:19:33 -07:00
Henrik Rydgard
ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
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764539f814 Clean up GLES logic used in shader gen. 2015-09-05 16:44:17 -07:00
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2d0635c3e6 Cut out a bit more USING_GLES2. 2015-09-05 16:28:46 -07:00
Henrik Rydgard
1c0158bfe6 Further reduce the use of ifdef USING_GLES2 and friends. 2015-09-05 23:39:10 +02:00
Henrik Rydgard
9e18fb7e90 Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
1e8a1b801f Rename viewportX1/X2 etc to scale + center, which is what they actually are. 2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4 Use the gstate.getViewport* accessors. 2015-08-26 15:24:35 +02:00
Unknown W. Brackets
ba15718db3 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.
2015-08-23 09:25:05 -07:00
Henrik Rydgard
d7f4c47c22 Refactor: Even more getting rid of gstate access in the framebuffer manager. 2015-08-05 12:13:14 +02:00
Henrik Rydgard
d7c76cb1da Refactor: More work towards getting rid of gstate accesses from the framebuffer manager 2015-08-05 11:51:24 +02:00
Henrik Rydgard
454a363876 Reorganize all the gstate fetching in FramebufferCommon to one place 2015-08-05 11:36:02 +02:00
Henrik Rydgard
d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard
c8fe0b2690 Minor simplification, buildfixes 2015-07-29 12:38:31 +02:00