Commit Graph

300 Commits

Author SHA1 Message Date
Unknown W. Brackets
0fc311a319 dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Lioncash
a962bc5a6c Mark some functions as const 2014-12-07 17:08:13 -05:00
Henrik Rydgard
01a1438dce Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed. 2014-09-08 23:10:23 +02:00
Unknown W. Brackets
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
Unknown W. Brackets
a43c3771a3 More correctly blend when hitting the frame cap.
If we hit too many blits per frame, fall back correctly in the shader.
2014-08-18 23:20:48 -07:00
The Dax
8a78f5e814 Pause rendering when minimized, when appropriate (hopefully? This is sort of hard to test.). 2014-07-21 10:30:51 +02:00
Unknown W. Brackets
2883988f22 Ignore the high bits of the framebuffer address.
And depth buffer.  On a PSP, these bits don't affect where it renders to
even slightly.
2014-06-21 08:29:38 -07:00
Unknown W. Brackets
2038bc5527 Support alpha / color test masks on desktop/gles3.
Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00
Unknown W. Brackets
f6649794df Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00
Unknown W. Brackets
030b562eb9 Support render-to-offset within a framebuffer.
Fixes #6324.
2014-06-14 17:08:41 -07:00
Unknown W. Brackets
1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
acab898be0 Keep track of x/y offset for render-to-tex.
Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Unknown W. Brackets
cc841bbe4c Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Unknown W. Brackets
580143e5e2 Disable vertex arrays before depal as well. 2014-05-31 22:07:42 -07:00
Unknown W. Brackets
29a9ff369e Make a note when we need to reset the shader.
Hmm, not sure this is the cleanest way.
2014-05-27 22:12:25 +02:00
Unknown W. Brackets
f660c04983 Optimize double alpha blending for 1/0 textures.
If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead.  Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
raven02
abc5c86339 Split out texture level 2014-04-19 06:45:17 +08:00
Unknown W. Brackets
6cfc61665d Switch to a bitmask instead. 2014-04-13 14:45:55 -07:00
Unknown W. Brackets
4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Henrik Rydgard
b174996c1c Add a conservative check that prevents alpha testing in a few cases.
This will become really powerful if we add some code to the vertex decoder
to check for non-full alpha in the vertices, and set gstate_c.vertexFullAlpha if none
is found (probably want to do the reverse, set it to true and clear if any non-255 alpha is found).

Alpha testing is a performance killer on many mobile GPUs so big efforts to
avoid it can be worth it.
2014-03-23 16:32:38 +01:00
Unknown W. Brackets
678237aa6c Improve SSE usage in software transform.
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
raven02
04f31c5e8e Add gstate.isSkinningEnabled() 2013-12-16 20:42:45 +08:00
Unknown W. Brackets
a2d91ee26d softgpu: Don't mask out so much of fb stride.
Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes.  Values above 1024 work, but e.g. 2044 seems buggy.

Fixes the map on Hexyz Force (rendered at 80 stride.)
2013-12-15 11:59:24 -08:00
raven02
2e7609b084 Cleanup ClearmodeDepthMask 2013-12-10 20:48:20 +08:00