Commit graph

108 commits

Author SHA1 Message Date
Unknown W. Brackets
dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets
93e9d6cd56 Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets
62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -07:00
Henrik Rydgard
d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
Henrik Rydgard
72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Henrik Rydgard
454a363876 Reorganize all the gstate fetching in FramebufferCommon to one place 2015-08-05 11:36:02 +02:00
Henrik Rydgard
d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard
c8fe0b2690 Minor simplification, buildfixes 2015-07-29 12:38:31 +02:00
Henrik Rydgard
2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Unknown W. Brackets
a5cfd1a319 Oops, typo. 2015-06-21 19:58:42 -07:00
Unknown W. Brackets
2013034bd6 d3d9: Log better when offscreen surface fails.
We're getting reporting that this is happening.
2015-06-21 12:50:02 -07:00
Unknown W. Brackets
4110a24d8f Fix Direct3D9 framebuffer upload conversion funcs.
All of the 16 bit formats were, afaict, wrong in different ways.
2015-05-25 10:47:37 -07:00
Henrik Rydgard
95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Henrik Rydgard
3f7830743a Implement basic screen rotation as requested in #297 . Does not work correctly in non-buffered rendering yet. 2015-05-12 21:01:15 +02:00
Unknown W. Brackets
2e4d20883f d3d9: Reset viewport when clearing framebuf. 2015-04-18 17:40:21 -07:00
Unknown W. Brackets
eb98d89fc9 d3d9: clear alpha on switch from 565 buffer.
For parity with OpenGL.
2015-04-18 17:39:18 -07:00
Unknown W. Brackets
b12a595325 d3d9: Make sure to clear alpha to zero. 2015-04-18 17:39:18 -07:00
Henrik Rydgard
6660985210 Extract a bunch more color conversion loops. 2015-04-08 22:52:48 +02:00
Henrik Rydgard
b5acf15cc9 Extract some explicit loops into calls to color conversion functions. 2015-04-08 22:52:48 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
sum2012
3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012
433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
Unknown W. Brackets
d8478255d4 Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
Henrik Rydgard
869f74d1b0 Depal: Apply the half-pixel offset that looked the least wrong. Still not right. 2015-03-01 11:28:04 -08:00
Luna
1c3903504b Remove leftovers 2015-01-23 16:48:50 +01:00
Luna
ff9d33d2a7 Move the hack to FramebufferCommon.cpp and rename. 2015-01-23 10:40:49 +01:00
Luna
722d34e09a Add Bloom Effect Smoothing hack 2015-01-23 02:08:20 +01:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Unknown W. Brackets
0d6c002cb0 Fix a very unlikely sign extend glitch. 2015-01-19 08:41:53 -08:00
Unknown W. Brackets
ee1085b060 Oops, deleted too early. 2015-01-18 13:18:17 -08:00
Unknown W. Brackets
3fcf695159 Fix an unlikely leak on error. 2015-01-17 18:45:03 -08:00
Henrik Rydgard
a4a95c9b4b D3D9: Restore accidentally-commented-out blit functionality 2015-01-06 13:00:03 +01:00
Henrik Rydgard
a9b010b0cd Add a basic debug console UI to the devmenu that shows some log scrollback and has a little command line.
Useful for debugging on non-Windows in the future. For now non-mobile only (although may lift that restriction later)
2015-01-05 01:25:23 +01:00
Unknown W. Brackets
46717fa266 dx9: Correct off-by-one to the right on tex upload.
As seen in tests.  But I'm pretty sure we're still off.
2014-12-30 15:25:40 -08:00
Unknown W. Brackets
b9e78dab9c dx9: Small optimization to viewport scaling. 2014-12-21 10:35:04 -08:00
Unknown W. Brackets
962d8c5224 dx9: Take screenshots (fixes #7197.) 2014-12-20 08:31:56 -08:00
Unknown W. Brackets
7ce431067b dx9: Correct framebuffer download scaling.
Fixes the menu background in Tales of Phantasia X.
2014-12-18 23:03:19 -08:00
Henrik Rydgard
3377db4910 D3D: Reduce logspam 2014-10-31 00:18:40 +01:00
Unknown W. Brackets
4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Henrik Rydgard
718d7e291f d3d9: Add BindFramebufferColor(). 2014-09-21 12:05:29 -07:00
Unknown W. Brackets
6d08b363c2 d3d9: Use a half-pixel offset when drawing a tex.
Fixes half pixel offset issues (center of pixels is 0,0 in d3d9, but
texels are at 0.5/w,0.5/h.)
2014-09-20 08:30:30 -07:00
Unknown W. Brackets
dc1013ad67 d3d: Add a not-working experiment to blit depth. 2014-09-14 11:54:55 -07:00
Unknown W. Brackets
2c88935755 d3d: Support depth and stencil in the GE debugger.
But, not with our current depth surfaces.
2014-09-14 11:15:37 -07:00
Unknown W. Brackets
71e310aff8 d3d: Initial attempt to upload stencil. 2014-09-14 02:21:41 -07:00
Unknown W. Brackets
b0cad8ecac d3d: StretchRect properly at > 1x. 2014-09-14 00:26:35 -07:00
Unknown W. Brackets
26978ad7e0 d3d: Allow blit to self in block transfers/etc. 2014-09-13 22:39:54 -07:00
Unknown W. Brackets
8c4c9e554e d3d: Cache offscreen surfaces. 2014-09-13 22:28:39 -07:00
Unknown W. Brackets
ff3c5075fa d3d: Apply a half pixel offset when rendering.
Makes things a lot sharper, although there still seem to be problems.
This makes it so the viewport aligns with pixel edges rather than centers
at whole integers.
2014-09-13 22:08:43 -07:00