Commit Graph

1384 Commits

Author SHA1 Message Date
Henrik Rydgard
058499e5bf De-dupe the spline code 2015-04-08 21:44:54 +02:00
Henrik Rydgard
2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard
ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Unknown W. Brackets
08032e4b14 Fix a leak in an error condition. 2015-04-08 11:58:00 -07:00
Unknown W. Brackets
10626e356d Avoid a potential divide by zero. 2015-04-08 11:57:59 -07:00
Unknown W. Brackets
2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012
3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012
433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
Unknown W. Brackets
7ee9112425 Avoid constant reload of frequently changed tex.
If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Henrik Rydgård
085ecc0a64 Merge pull request #7591 from unknownbrackets/gpu-framebuf
Better glInvalidateFramebuffer usage, track usage flags better
2015-03-15 11:18:30 +01:00
Unknown W. Brackets
6b26e1a591 Read pending vertex data before exiting gpu loop.
Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Unknown W. Brackets
d8478255d4 Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
Henrik Rydgård
9db4c5f34d Merge pull request #7573 from unknownbrackets/gpu-minor
Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
f0676b0c85 Optimize color tests against zero.
They seem to be somewhat common.  Speeds up Tales of Phantasia X a bit.
2015-03-08 19:08:21 -07:00
Unknown W. Brackets
cf7a4ab2cf Avoid shader id data that doesn't change shader.
This may reduce shader switches, or more likely at least total # of
shaders, when alpha test settings are changed but alpha test is not
enabled.
2015-03-08 18:28:59 -07:00
Unknown W. Brackets
04eb83002c Assume lmode does nothing in throughmode. 2015-03-08 18:03:17 -07:00
Unknown W. Brackets
fb071a066d d3d9: Change vertex attribute logic to match gles. 2015-03-08 18:01:00 -07:00
Unknown W. Brackets
83e4edbc7c Oops, don't affect hardware transform. 2015-03-08 14:19:44 -07:00
Unknown W. Brackets
39cb74a8d3 Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Henrik Rydgård
c0450f7f9e Merge pull request #6920 from hrydgard/dx9-depal
Dx9 depal - needs debugging before merge
2015-03-01 21:04:36 +01:00
Unknown W. Brackets
d4e74e6998 d3d9: Clarify a comment. 2015-03-01 11:47:39 -08:00
Unknown W. Brackets
3bc954778c dx9: Explicitly restore viewport after depal.
Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
bda6f0a4b8 dx9: Reset more state before depal draw.
Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard
869f74d1b0 Depal: Apply the half-pixel offset that looked the least wrong. Still not right. 2015-03-01 11:28:04 -08:00