Commit Graph

1384 Commits

Author SHA1 Message Date
Henrik Rydgard
780ed765c7 Update dx9sdk (got rid of redundant headers) 2014-09-07 10:45:38 +02:00
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ebe71e3ec4 d3d: Properly initialize cullmode. 2014-09-06 23:01:04 -07:00
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5639b056b3 d3d: Use 0 texcoord when not specified. 2014-09-06 23:01:04 -07:00
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a29c2f4f2f d3d: Use 2.0 vertex and pixel shaders. 2014-09-06 23:01:03 -07:00
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07ccc37689 d3d: Use drawPixelsTex as a non-dynamic texture. 2014-09-06 23:01:03 -07:00
Henrik Rydgård
94ee0c5a01 Merge pull request #6815 from unknownbrackets/gpu-minor
Eat cycles during GE block transfers
2014-08-31 09:29:09 +02:00
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337b34ef6a Eat cycles during block transfers.
Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.

Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints.  A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.

This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
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9ce5c49978 d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
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4e5778d714 d3d: Correctly disable stencil testing. 2014-08-28 01:21:29 -07:00
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1f51fe7843 d3d: Avoid rewriting textures, just swizzle.
Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
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140eb82821 d3d: Don't flip render-to-tex.
Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
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2191382a7a d3d: Scale positions by 128/32768. 2014-08-26 08:18:24 -07:00
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d987cfea37 d3d: Cache sampler/render state like in GL.
Small 3% performance improvement.  Also, would prefer to have the bugs
from this now rather than later.
2014-08-26 08:08:02 -07:00
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5e528f673d d3d: Set the lod bias for textures.
Why aren't these caching?
2014-08-26 07:58:09 -07:00
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b8e768066f d3d: Remove another use of D3DCOLOR.
Fixes more colors.
2014-08-26 07:46:22 -07:00
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2448386e8a d3d: Specify clamping incr/decr of stencil. 2014-08-26 00:23:34 -07:00
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a34bf158e3 d3d: Clean up some normal handling.
So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
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170036e171 d3d: Fix another shader compile error. 2014-08-25 07:31:10 -07:00
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78c342889e d3d: Prevent crash on Release() of render-to-tex.
Might be safer to do as we do in GLES and always have a texture...
2014-08-25 02:15:02 -07:00
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a533d76c8e d3d: Convert DXT texture colors.
Doesn't seem like this is 100% correct though, not sure.
2014-08-25 02:00:55 -07:00
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5e829f06e8 d3d: Fix a shader compiler error. 2014-08-25 01:39:04 -07:00
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41d699ba98 d3d: Unbreak hardware transform, oops.
This was broken by my earlier commit.  Now we can send colors directly.
2014-08-25 01:16:49 -07:00
Henrik Rydgård
64100dc642 Merge pull request #6780 from unknownbrackets/ge-debugger
Welcome Direct3D9 to the GE debugger family
2014-08-25 09:59:46 +02:00
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c65f9603bd d3d: Fix some RGBA / ARGB color issues.
I wonder if we should just send floats here?  We denormalize and then
renormalize in software...
2014-08-24 23:34:48 -07:00
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d2018f4aea d3d: Copy over the vertex preview stuff.
Really need to just centralize, I know.  But want a debugger that works
first.
2014-08-24 22:19:59 -07:00