Unknown W. Brackets
a6c64f74d1
Cleanup download process a bit more.
2016-01-04 20:51:43 -08:00
Unknown W. Brackets
4176ee241f
Reuse more code between GPUs for download.
2016-01-04 20:40:07 -08:00
Unknown W. Brackets
36c8b043f3
d3d9: Fix CLUT4 optimization color creation.
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Fixes #8385 .
2016-01-04 07:36:47 -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
6cc69ed25f
Factor out texture shader application.
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This allows it to be reused between depal and indexed textures (second not
implemented yet.)
2016-01-03 23:50:49 -08:00
Unknown W. Brackets
14b350a5fe
d3d9: Fix render-to-texture not working.
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Broken by a copy/paste mistake in #7870 form OpenGL.
2016-01-03 23:44:43 -08:00
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
7e54368998
Correct depth offset when clamped.
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Of course, the scale is already half, so we just need to double for d3d9,
and not double for OpenGL of course.
Our offset is already in [0, 1] so we keep it.
2016-01-03 19:59:35 -08:00
Unknown W. Brackets
529abd7db4
Correct clamped depth range from [0, 65535].
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This changes a few things:
* All backends clamp the depth range and keep it positive.
* The depth rounding uniform is now properly dirtied.
* Projection is updated to translate and scale appropriately.
* Depth rounding is halved on OpenGL to account for [-1, 1] range.
Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -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
Unknown W. Brackets
2494176919
Remove incorrect CLUT4 optimization.
2016-01-02 13:20:30 -08:00
gmvbif
f8f7dadba4
Delete fields from FrameBufferDX9 with the same names as in the FrameBufferCommon
2016-01-02 09:40:47 +03:00
Henrik Rydgård
8be22f47cd
Merge pull request #8348 from unknownbrackets/texcache
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Centralize code in the texture cache, minor cleanups
2016-01-01 17:55:41 +01:00
Henrik Rydgård
614eff1931
Merge pull request #8349 from unknownbrackets/d3d9-minor
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Fix some Direct3D 9 validation errors
2016-01-01 11:14:23 +01:00
Unknown W. Brackets
c31a8f860b
Adjust stencil ops for 5551 and 565 buffers.
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This attempts to better approximate the operations that actually happen,
where possible. Expected to help #5278 .
2015-12-31 17:01:03 -08:00
Unknown W. Brackets
69daa75228
Move more common code around in texcache.
2015-12-31 11:41:02 -08:00
Unknown W. Brackets
41b00a9cab
d3d9: Initialize viewport without errors.
2015-12-31 11:17:24 -08:00
Unknown W. Brackets
b556472303
d3d9: Fix blitting coordinates.
2015-12-31 11:17:19 -08:00
Unknown W. Brackets
235881af1f
d3d9: Avoid error when clearing temp FBOs.
2015-12-31 11:17:12 -08:00
Unknown W. Brackets
a45f05c598
Move NotifyFramebuffer and LoadClut to common code.
2015-12-31 11:13:39 -08:00
Henrik Rydgård
337f27d0d9
Merge pull request #8340 from unknownbrackets/texcache
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Be forgiving when maxSeenV increases
2015-12-31 09:43:18 +01:00
Unknown W. Brackets
5806df07b4
Handle disabled display cleanly.
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Otherwise we might accidentally match a vfb at 0.
Fixes #6317 .
2015-12-30 17:44:32 -08:00
Unknown W. Brackets
7a864f5aa1
Be forgiving when maxSeenV increases.
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This still allows us to optimize < 512 heights, but at the same time,
doesn't hit spritesheets as hard and avoids the scaling penalty.
2015-12-30 17:15:50 -08:00
Unknown W. Brackets
d18164bd4d
d3d9: Clean up some scaling handling.
2015-12-30 16:54:25 -08:00
Unknown W. Brackets
941988cde4
Correct prescale issues with render-to-texture.
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Still need to apply the scaling of the texture coordinates here (or
somewhere, maybe we prescale that as well? Except it's figured later on
in the process...)
2015-12-20 21:13:43 -08:00