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
da1224bb57
softgpu: Use the display, not current, framebuffer.
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Fixes blinking in save dialogs and probably other bugs.
2013-12-15 11:59:23 -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
Unknown W. Brackets
13bf4d83fa
Add memchecks for common HLE copy operations.
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Better to catch some than miss everything.
2013-12-14 14:56:05 -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
Unknown W. Brackets
637a9de75d
Optimize out some clear mode checks.
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Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets
598d509fb9
Use multiple threads if available for softgpu.
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VIVA OVERHEAD. But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)
On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Unknown W. Brackets
d227b13f36
softgpu: Advance vertex/index address on prim.
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Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Henrik Rydgård
428b27903b
Merge pull request #4556 from unknownbrackets/ctrl-timing
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Adjust ctrl timing (sample and wake after vblank)
2013-11-18 05:06:58 -08:00
Unknown W. Brackets
7a9fe955f8
softgpu: Only check clear mode once for depthtest.
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Small, small optimization. It's only called outside clear mode.
2013-11-17 19:32:21 -08:00
Unknown W. Brackets
dfadb67ea1
Avoid some operator overloads.
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Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets
1311d71455
softgpu: Fix reversed stencil test funcs.
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LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.
With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets
2db98b8669
softgpu: Don't apply logic op to stencil value.
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Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
438928de40
softgpu: Apply stencil op even when depth disabled.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
5327ce80d5
softgpu: throughmode doesn't disable any tests.
2013-11-10 03:20:59 -08:00
Unknown W. Brackets
5751e0a0a4
softgpu: Simplify color clamping.
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
21deaef35a
Invert gstate.getClearModeColorMask().
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It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00