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.
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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
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Unknown W. Brackets
030b562eb9
Support render-to-offset within a framebuffer.
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Fixes #6324 .
2014-06-14 17:08:41 -07:00
Unknown W. Brackets
1d9f7b04fc
Implement in-shader blending on gles2 / gl2.
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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.
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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.
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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
f660c04983
Optimize double alpha blending for 1/0 textures.
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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
Unknown W. Brackets
748ce6a753
Fix typo breaking older savestates.
2014-04-21 22:40:50 -07:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
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Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
58038c05fc
Simplify gstate_c savestate code a bit.
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So it's not as awkward to modify.
2014-04-13 15:16:51 -07:00
Unknown W. Brackets
4c1c694d4b
Use flags to avoid hashing textures when unchanged.
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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
Ced2911
2ab34b5704
[gpu] Endian fix
2014-01-26 14:29:30 -08:00
Unknown W. Brackets
435115441d
Reinitialize the GE on sceKernelLoadExec().
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Mostly, reset the lists and draw completion, etc.
May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
Henrik Rydgard
8c562a615f
Bone matrix loading speedup. Bit of a hack but seems reliable enough.
2013-11-14 14:02:31 +01:00
Henrik Rydgard
7e67476b00
Simple unoptimized software skinning.
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Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Sacha
aad70d8912
Symbian: Support software GPU. It seems to compile properly now. May allow Nokia 500 to run PPSSPP (albeit very slowly).
2013-11-12 16:20:52 +10:00
Unknown W. Brackets
3787471791
Add some initial methods to GPUDebugInterface.
2013-09-22 10:22:33 -07:00
Unknown W. Brackets
4078dcd917
Support save/restore of context on list run/finish.
2013-09-20 09:51:44 -07:00
Unknown W. Brackets
bb2e51160b
Don't default lighting on / matrices filled.
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Seems like everything starts out at 0.
2013-09-20 00:34:18 -07:00
Unknown W. Brackets
7906de26f7
Try to match especially the size of ge contexts.
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But also some of the actual data, most of it matches like this.
2013-09-20 00:33:32 -07:00
Ced2911
5c4ed26442
Make the dx9 renderer working in headless mode
2013-09-16 09:42:30 +02:00
Unknown W. Brackets
5617f07462
Fix dx9 so it builds on Windows (DOES NOT WORK.)
2013-09-15 23:22:10 -07:00
Unknown W. Brackets
f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Ced2911
d2d48fe262
fix
2013-09-12 10:56:20 +02:00