Commit Graph

1384 Commits

Author SHA1 Message Date
Henrik Rydgard
70cb4372c1 Assorted fixes to auto resolution. Fixes too low resolution and also #8002, plus notification spam 2015-09-25 19:10:09 +02:00
Henrik Rydgård
eed2f9d9d5 Merge pull request #8000 from unknownbrackets/gpu-minor
Allow framebufs to get smaller and affect the offset texture code
2015-09-25 09:47:16 +02:00
Henrik Rydgård
d8b43dd9e9 Fix #7999 2015-09-24 11:22:20 +02:00
Unknown W. Brackets
400b8886e6 Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Henrik Rydgard
ec63663ad5 More consistent handling of resolution changes. Should help #7995 2015-09-23 12:25:38 +02:00
Henrik Rydgard
3232e46c36 Make debug build nearly warning free in MSVC 2015 2015-09-17 22:02:15 +02:00
Unknown W. Brackets
dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
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
88eea00fe4 Add a safety against vertcache breaking uv checks. 2015-09-13 11:09:21 -07:00
Unknown W. Brackets
5c233fa545 Add initial decoding check for uv bounds. 2015-09-13 10:00:33 -07:00
Unknown W. Brackets
52c3fc221b Also split DirectX9's texture cache. 2015-09-13 09:36:17 -07:00
Unknown W. Brackets
a3078a6ae1 Move late state apply after sw transform decode.
Need this so ApplyDrawStateLate() can use data from the decode.
2015-09-13 06:53:55 -07:00
Unknown W. Brackets
5360422310 Defer bind of shader blend copy until after verts. 2015-09-13 06:52:47 -07:00
Unknown W. Brackets
71afaffc20 Pack texture cache entries just a bit tighter. 2015-09-13 06:43:47 -07:00
Unknown W. Brackets
7d63a10fdd Centralize texture cache entry structures. 2015-09-13 06:43:37 -07:00
Unknown W. Brackets
e1df8fc45f Centralize sampling params and test optimizations. 2015-09-13 06:38:07 -07:00
Unknown W. Brackets
85533dad6e Native merge part 2: update build files.
And a couple minor stragglers.
2015-09-06 13:06:57 -07:00
Henrik Rydgard
d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
Henrik Rydgard
72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Henrik Rydgard
186d624ef3 Cleanup of FBO+blit flags. Requires the change in native to stop lying. 2015-09-05 22:40:45 +02:00
Henrik Rydgard
86a02fed61 Minor cleanup 2015-09-05 19:42:58 +02:00
Henrik Rydgard
08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
Henrik Rydgard
488c62e534 This makes slightly more sense than the last commit. 2015-08-29 20:38:19 +02:00