Unknown W. Brackets
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022670d882
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GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
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2018-09-09 23:59:48 -07:00 |
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Unknown W. Brackets
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703181607e
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GPU: Apply color test after doubling.
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2018-09-09 20:09:48 -07:00 |
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Unknown W. Brackets
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8cdead90f9
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SoftGPU: Preserve stencil inside logic op func.
Cleaning things up to make it easier to translate.
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2018-09-09 18:11:37 -07:00 |
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Unknown W. Brackets
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772ed30288
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SoftGPU: Avoid extra lookup of old stencil.
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2018-09-09 17:00:12 -07:00 |
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Unknown W. Brackets
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2388be544f
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Debugger: Fix crash in softgpu with no texaddr yet.
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2018-09-04 21:54:25 -07:00 |
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Unknown W. Brackets
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44b90f638d
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SoftGPU: Apply pixel mask for clears.
Turns out it's respected even in clear mode.
Also, confirm logic op and blending interact.
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2018-08-24 20:55:49 -07:00 |
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Unknown W. Brackets
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e2c217ab29
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Core: More consistently use config enums.
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2018-06-23 10:59:18 -07:00 |
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Unknown W. Brackets
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d99685cd96
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SoftGPU: Oops, fix silly typo.
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2017-11-12 23:07:37 -08:00 |
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Unknown W. Brackets
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ed34cf06b8
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SoftGPU: Add a clear mode fast path.
This skips a lot of extra work for clears, which are pretty common.
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2017-11-11 21:04:32 -08:00 |
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Unknown W. Brackets
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176283c3f1
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SoftGPU: Thread by width for wide polygons.
This improves performance a little in some areas.
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2017-11-11 18:16:55 -08:00 |
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Unknown W. Brackets
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a6f56769a8
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SoftGPU: Avoid some compile warnings.
Remove some no-longer used funcs, add some switch default logs.
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2017-06-06 19:49:42 -07:00 |
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Unknown W. Brackets
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cb3db559bd
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SoftGPU: Jit the linear sampling too.
For now, just reducing overhead. Could be smarter.
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2017-05-30 22:57:46 -07:00 |
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Unknown W. Brackets
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1b491fe156
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SoftGPU: Stub a jit for texel fetch.
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2017-05-30 22:57:30 -07:00 |
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Unknown W. Brackets
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d5426e4360
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SoftGPU: Move sampler code to a dedicated file.
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2017-05-30 22:53:23 -07:00 |
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Unknown W. Brackets
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34fe95192f
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GPU: Cleanup some gstate accesses.
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2017-05-26 19:03:04 -07:00 |
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Unknown W. Brackets
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402eb143f7
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SoftGPU: Stop calling bufw pixels bytes.
This was never even bits, it was just 8 * pixels before.
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2017-05-26 19:03:03 -07:00 |
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Unknown W. Brackets
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697466ae41
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SoftGPU: Support UVGen for points and lines.
Probably not used by any real games, but better to be safe in the software
renderer.
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2017-05-26 19:03:02 -07:00 |
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Unknown W. Brackets
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f7a14889d3
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SoftGPU: Correct mipmaps for points.
Not likely to be used, but let's make const work.
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2017-05-26 18:02:55 -07:00 |
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Henrik Rydgård
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1b05a54800
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Remove the Mipmap setting. One step forward for #8171
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2017-05-26 10:21:20 +02:00 |
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Henrik Rydgård
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8f9e0b7fcc
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SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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2017-05-24 10:20:10 +02:00 |
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Henrik Rydgård
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ad64325876
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Merge pull request #9684 from unknownbrackets/softgpu-lines
Fix lines in the software renderer
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2017-05-15 08:53:46 +02:00 |
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Unknown W. Brackets
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672ce51a2a
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SoftGPU: Implement pretend antialias.
This doesn't really smooth, but at the very least faking it makes Persona
3 have less ugly lines.
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2017-05-14 16:11:02 -07:00 |
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Unknown W. Brackets
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5c9d223e32
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SoftGPU: Implement simple mipmapping for lines.
Mostly so the min/mag filter is correct.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a95170d789
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SoftGPU: Bias bottom right side of line drawing.
Fixes lines in Persona 2.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a26aaec528
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SoftGPU: Support flat shading for lines.
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2017-05-14 16:11:00 -07:00 |
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