Unknown W. Brackets
5a7d400f4b
softgpu: Fix lines drawn upward or leftward.
2014-01-19 23:32:53 -08:00
Unknown W. Brackets
8271ec1a55
softgpu: Avoid a divide by 0 in line interpolation.
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Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets
74c1b21b59
softgpu: Don't redraw every pixel of a line 16x.
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Fixes the insane slowness when processing lines. Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets
4bb6a77519
softgpu: Cleanup DrawPoint a bit.
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Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets
8f5fc4f079
softgpu: Interpolate/texture lines and points.
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Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
Unknown W. Brackets
e216032a8c
softgpu: Separate out texturing logic.
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This way it can be applied to other primitives. But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02
4c25bb0365
softgpu: Let's try doubling before alpha blend.
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Fixes #5122 .
2014-01-18 19:58:28 -08:00
Unknown W. Brackets
08eecba6ba
softgpu: Refactor pixel drawing to avoid code dup.
2014-01-18 19:57:12 -08:00
Unknown W. Brackets
01090f4ce7
softgpu: Respect the texture filering option.
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Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
Unknown W. Brackets
b9f4cc4481
Double colors only when texturing, and after test.
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Per tests.
2014-01-12 11:45:29 -08:00
Unknown W. Brackets
eb0ea71f24
softgpu: Use region for debugger buffer previews.
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It's fine if it resizes or etc., but this should generally be the
interesting area of vram to show, without any confusing noise on the
side/etc.
2013-12-29 13:02:04 -08:00
Unknown W. Brackets
9f86959826
Fix typesafety (ScreenCoords not DrawingCoords.)
2013-12-29 12:59:26 -08:00
Unknown W. Brackets
9aa1b15569
softgpu: Fix black objects with bilinear filtering.
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Dividing by 256 gives us a range of 0-253, and incorrectly gets zero for
some components (guessing alpha, primarily?) in some games.
Dividing by 255 has a speed hit, so a slight bias to the top left seems
like a decent performance compromise (and it's a very slight bias.)
2013-12-15 11:59:25 -08:00
Unknown W. Brackets
96d6f52a13
softgpu: Retain accuracy in depth for tests.
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Fixes intro/menu issues in Phantasy Star Portable 1/2, and text in the
first, both of which now look correct.
2013-12-15 11:59:25 -08:00
Unknown W. Brackets
6ca5662b03
softgpu: Properly swizzle 16 bit textures.
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Fixes for example the graphics in Fieldrunners.
2013-12-15 11:59:24 -08:00
Unknown W. Brackets
2f0c8c2877
softgpu: Attempt to implement GE_PROJMAP_UV.
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Looks okay, not sure if it's fully correct.
2013-12-15 11:59:22 -08:00
Henrik Rydgard
d4eee74b54
SoftGPU: Prepare for mipmapping. Getting the uv deltas seems tricky though...
2013-12-10 15:33:59 +01:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
Henrik Rydgård
20873f2985
Remove unnecessary ifdef
2013-12-09 16:53:46 +01:00
raven02
75492719e8
std::bind build fix for VS2012
2013-12-09 21:06:38 +08:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
c6a441965e
Move shared clut check to gstate.
2013-12-08 23:11:56 -08:00
Unknown W. Brackets
cdccf06b62
softgpu: Avoid some ScreenToDrawing() overhead.
2013-12-08 22:38:09 -08:00
Unknown W. Brackets
30394df775
softgpu: Make texture lookups do less math.
2013-12-08 22:37:45 -08:00
Henrik Rydgard
bd1d4e2d92
As if softgpu wasn't slow enough already, implement bilinear filtering.
2013-12-09 01:44:23 +01:00