Henrik Rydgard
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8c4503c638
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Add a micro version of the DX SDK as submodule, to keep the buildbot running.
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2013-09-15 16:15:12 +02:00 |
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Henrik Rydgård
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a7d0ea586f
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Merge pull request #3776 from raven02/patch-9
Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch)
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2013-09-15 04:54:48 -07:00 |
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Henrik Rydgard
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cc6681cd0b
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
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2013-09-15 12:52:44 +02:00 |
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raven02
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cda902f02a
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Attemp to fix Kingdom Heart , Valkyrie Profile & Tales Of Phantasia
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2013-09-15 18:00:56 +08:00 |
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Henrik Rydgard
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7482804fbf
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Merge branch 'dx9gpu' of https://github.com/Ced2911/ppsspp into Ced2911-dx9gpu
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2013-09-15 11:40:50 +02:00 |
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raven02
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500c401fb7
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Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch)
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2013-09-15 17:28:33 +08:00 |
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Henrik Rydgård
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3101f100ce
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Merge pull request #3774 from raven02/patch-8
Zeroize destination alpha as well when stencil test disabled.
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2013-09-15 01:42:01 -07:00 |
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Henrik Rydgård
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8c9b593824
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Merge pull request #3770 from unknownbrackets/softgpu
Crashes/cleanup in softgpu, fix a couple warnings, remove some unused gstate_c
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2013-09-15 00:25:13 -07:00 |
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raven02
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b3bac26265
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Only zeroize dst alpha when both stencil and depth testing disabled.
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2013-09-15 14:10:57 +08:00 |
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raven02
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ecdc82fb19
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Zeroize destination alpha as well when stencil test disabled.
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2013-09-15 12:49:28 +08:00 |
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Unknown W. Brackets
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16fc684578
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Don't clear the shader cache on savestate.
Well, it's small, but there should be no point.
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2013-09-14 20:32:37 -07:00 |
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Unknown W. Brackets
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50e9e45d65
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Check version in each DoState() func.
They bail on PointerWrap error or bad version.
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2013-09-14 20:23:03 -07:00 |
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Unknown W. Brackets
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26f935bbe5
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Bypass vertex decoder z scaling.
Everything is compared against the u16 value. This should be correct for
throughmode at least.
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2013-09-14 15:48:11 -07:00 |
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Unknown W. Brackets
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68f61e5071
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Remove some unused gstate_c values.
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2013-09-14 14:36:06 -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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Unknown W. Brackets
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dc81547d32
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Use less pointer math in softgpu buffer access.
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2013-09-14 11:36:56 -07:00 |
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Unknown W. Brackets
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7b2dea4429
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Use accessors for offsetx/y.
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2013-09-14 11:06:48 -07:00 |
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Unknown W. Brackets
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40e3e8e930
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Use a gstate enum, report unhandled blend mode.
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2013-09-14 07:36:43 -07:00 |
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Unknown W. Brackets
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1a7e0e40cf
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Refactor the logic op into a func like the others.
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2013-09-14 07:21:58 -07:00 |
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raven02
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8ccaa733b9
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Use and applu new bool , doShadeMapping
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2013-09-14 14:29:37 +08:00 |
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raven02
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ef2399d5b3
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Use GE state accessor more often : gstate.isSkinningEnabled()
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2013-09-14 14:11:25 +08:00 |
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raven02
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772329a553
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Place in the two frames skip logic for FB to memory
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2013-09-13 22:05:00 +08:00 |
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Ced2911
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d2d48fe262
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fix
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2013-09-12 10:56:20 +02:00 |
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Ced2911
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0a29202e12
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sync gpu with gles
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2013-09-12 09:54:48 +02:00 |
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