Unknown W. Brackets
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672ce51a2a
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SoftGPU: Implement pretend antialias.
This doesn't really smooth, but at the very least faking it makes Persona
3 have less ugly lines.
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2017-05-14 16:11:02 -07:00 |
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Unknown W. Brackets
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5c9d223e32
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SoftGPU: Implement simple mipmapping for lines.
Mostly so the min/mag filter is correct.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a95170d789
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SoftGPU: Bias bottom right side of line drawing.
Fixes lines in Persona 2.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a26aaec528
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SoftGPU: Support flat shading for lines.
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2017-05-14 16:11:00 -07:00 |
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Unknown W. Brackets
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e4f2ff1464
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SoftGPU: Implement lines in transform mode.
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2017-05-14 16:10:59 -07:00 |
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Unknown W. Brackets
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ad17decf5c
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SoftGPU: Quick hack to fix scissor w/2x2 pixels.
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2017-05-14 16:02:27 -07:00 |
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Unknown W. Brackets
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8ee92048c0
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SoftGPU: Avoid rcp due to precision issues.
Causes artifacts in Sword Art Online, which draws a dialog box using
stretched UVs - rcp causes the edges to sample outside the original UVs.
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2017-05-14 16:02:21 -07:00 |
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Unknown W. Brackets
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86a1898732
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SoftGPU: Correct rendering for pixel centers.
This should theoretically calculate everything more correctly.
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2017-05-13 08:03:08 -07:00 |
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Unknown W. Brackets
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9e34601be2
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SoftGPU: Correct texturing for pixel centers.
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2017-05-13 07:53:39 -07:00 |
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Unknown W. Brackets
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6b0c9a5531
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SoftGPU: Improve wsum recip SIMD.
A bit faster.
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2017-05-13 06:56:33 -07:00 |
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Unknown W. Brackets
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7c526acc69
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SoftGPU: Multiply S/T early via SIMD.
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2017-05-13 06:49:27 -07:00 |
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Unknown W. Brackets
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c4d1863ded
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GPU: Consistently bias const mip levels.
Since SLOPE is just a more complicated CONST, we can treat them the same.
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2017-05-12 20:30:47 -07:00 |
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Unknown W. Brackets
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50a775d31f
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SoftGPU: Calculate mip level based on float bits.
This is probably what the hardware does and much faster.
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2017-05-08 20:43:02 -07:00 |
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Unknown W. Brackets
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92ba91366c
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SoftGPU: Process mipmaps in texturing.
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2017-05-08 06:50:25 -07:00 |
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Unknown W. Brackets
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3944a07bf7
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SoftGPU: Fix separate mipmap cluts.
These should only be used for CLUT4.
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2017-05-08 06:50:24 -07:00 |
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Unknown W. Brackets
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f5dd3b9716
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SoftGPU: Refactor mask calculation and use SSE.
A tiny bit faster.
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2017-05-08 06:50:23 -07:00 |
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Unknown W. Brackets
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1f2c2b6d42
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SoftGPU: Improve texcoord rounding.
This fixes several obvious issues in Crisis Core, but it's still wrong
when texcoords go the other direction. Need to use the deltas.
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2017-05-08 06:50:23 -07:00 |
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Unknown W. Brackets
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7ffc891522
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SoftGPU: Apply clamp/wrap in through.
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2017-05-08 06:50:21 -07:00 |
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Unknown W. Brackets
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4fb7e43af8
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SoftGPU: Grab 4 S/T coords in non-through too.
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2017-04-23 11:11:16 -07:00 |
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Unknown W. Brackets
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81ee2e992e
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SoftGPU: Interpolate through texturing better.
This is significantly faster.
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2017-04-23 10:37:12 -07:00 |
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Unknown W. Brackets
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3142462ac6
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SoftGPU: Rasterize triangles in chunks of 4 pixels.
Not very optimal yet.
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2017-04-23 10:37:11 -07:00 |
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Unknown W. Brackets
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7112cdce81
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SoftGPU: Use texture bufw in bytes.
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2017-04-23 10:37:10 -07:00 |
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Unknown W. Brackets
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dfed20701a
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SoftGPU: Correct negative coord handling.
Fixes #5159 - we need this signed to handle negative values properly.
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2017-04-15 19:52:17 -07:00 |
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Henrik Rydgard
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b0cdcfca3c
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D3D11: Proper fix for DXT5 crash. May also help #9134.
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2017-02-18 02:41:17 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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