Unknown W. Brackets
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4ea4554ddf
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softgpu: detect a vram-relative display addr.
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2014-01-11 09:51:32 -08:00 |
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Henrik Rydgård
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87f203a5b8
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More include untangling
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2013-12-29 23:44:35 +01:00 |
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Unknown W. Brackets
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8f73ae07c0
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softgpu: Fix preview region y1 in ge debugger.
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2013-12-29 13:45:10 -08:00 |
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Unknown W. Brackets
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473fb866e6
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softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
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2013-12-29 13:45:10 -08:00 |
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Unknown W. Brackets
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eb0ea71f24
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softgpu: Use region for debugger buffer previews.
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.
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2013-12-29 13:02:04 -08:00 |
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Henrik Rydgard
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3ed7c6d48f
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SoftGPU: Display at correct aspect ratio independent of window size.
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2013-12-17 09:02:54 +01:00 |
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Unknown W. Brackets
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b1d78020c4
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softgpu: Keep track of frame dirty for frameskip.
But only when frameskip is enabled. Let's always draw in case of pixel
poking when it's off.
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2013-12-15 14:32:04 -08:00 |
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Unknown W. Brackets
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da1224bb57
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softgpu: Use the display, not current, framebuffer.
Fixes blinking in save dialogs and probably other bugs.
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2013-12-15 11:59:23 -08:00 |
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Unknown W. Brackets
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13bf4d83fa
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Add memchecks for common HLE copy operations.
Better to catch some than miss everything.
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2013-12-14 14:56:05 -08:00 |
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Henrik Rydgård
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68b08ffb9f
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SoftGPU: Quick and dirty lines and points implementation
No line/point texturing support yet.
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2013-12-09 12:43:49 +01:00 |
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Unknown W. Brackets
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d227b13f36
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softgpu: Advance vertex/index address on prim.
Fixes some broken graphics in a lot of places.
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2013-11-20 21:59:45 -08:00 |
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Unknown W. Brackets
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b62e36e997
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Support frameskip in softgpu.
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2013-10-27 16:50:03 -07:00 |
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Unknown W. Brackets
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98e257c95d
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Add GPU cycle estimation to the softgpu.
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2013-10-27 15:05:57 -07:00 |
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Henrik Rydgard
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f5a63d7d41
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Better fix for the UINT_64 define issue on android
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2013-10-20 13:52:31 +02:00 |
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Unknown W. Brackets
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b9811c7c97
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Use the slow way to get the softgpu texture.
So that it actually shows what the softgpu is using.
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2013-10-07 01:26:48 -07:00 |
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Unknown W. Brackets
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5c2d418d95
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Read softgpu stencil using existing funcs.
Slower but at least it's the same.
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2013-10-07 01:02:58 -07:00 |
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Unknown W. Brackets
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31171cc044
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Grab the stencil buffer in softgpu debugging.
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2013-10-07 00:50:15 -07:00 |
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Unknown W. Brackets
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d49ad5f114
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Use an accessor for depth/frame addresses.
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2013-10-06 22:17:53 -07:00 |
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Unknown W. Brackets
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32f2f045e4
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Don't report a loadclut of 0.
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2013-10-05 15:41:44 -07:00 |
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Unknown W. Brackets
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2eb10c3b3f
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Add basic GetCurrentTexture() to softgpu.
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2013-10-05 11:37:14 -07:00 |
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Unknown W. Brackets
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da1d700904
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Attempt to support rendering depth/stencil.
But no interface yet. I can't tell if it works, I just get black...
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2013-09-28 02:38:05 -07:00 |
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Henrik Rydgard
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424b4cbd5f
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Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet)
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2013-09-24 14:14:04 +02:00 |
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Unknown W. Brackets
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6af44910c1
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Add an interface to return the current framebuffer.
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2013-09-22 19:03:31 -07:00 |
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Unknown W. Brackets
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242879b0ea
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Remove a bunch of debug logs, sync with gles.
This may fix bad vertex/index addresses, or crashes from the matrix
arrays. The debug logging is better replaced with "dump this frame".
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2013-09-14 14:28:37 -07:00 |
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Unknown W. Brackets
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8ddbc0a9ab
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Don't allow boneMatrixNumber to go outside bounds.
Just from the GLES code.
Fixes the Monster Hunter 3rd demo crash, but not sure why it's trying to
use crazy numbers in the first place...
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2013-09-14 14:10:50 -07:00 |
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