Unknown W. Brackets
f33515723b
Move ForgetLastTexture() into DrawPixels().
2014-09-13 14:58:05 -07:00
Unknown W. Brackets
96b497f955
d3d: Support arbitrary size framebuf uploads.
2014-09-13 14:54:53 -07:00
Unknown W. Brackets
b79062339b
d3d: Fix colors in UpdateFromMemory().
2014-09-13 14:53:43 -07:00
Unknown W. Brackets
3dfdddfc5f
d3d: Move UpdateFromMemory() to common.
2014-09-13 14:44:18 -07:00
Unknown W. Brackets
9af3befc59
d3d: Add RebindFramebuffer().
2014-09-13 14:26:39 -07:00
Unknown W. Brackets
6f991a1042
d3d: Add FlushBeforeCopy().
2014-09-13 14:23:18 -07:00
Unknown W. Brackets
dc5afe9b38
d3d: Converge DrawPixels() logic.
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This makes render to offset actually work properly.
2014-09-13 13:09:26 -07:00
Unknown W. Brackets
de6a168c97
d3d: Flip v correctly when buffer swapping.
2014-09-13 12:21:39 -07:00
Unknown W. Brackets
f3dbe526a9
d3d: Support offset rendering.
2014-09-13 12:08:14 -07:00
Unknown W. Brackets
ca33ddd4db
d3d: Fix some missing Releases() in debug code.
2014-09-11 23:52:06 -07:00
Unknown W. Brackets
f7b669a740
Fix infinite recursion in framebuf create upload.
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Needs to be done *after* currentRenderVfb_ is set.
Fixes #6872 .
2014-09-10 23:59:12 -07:00
Unknown W. Brackets
417bfc74c3
d3d: Fix drawpixels texture.
2014-09-09 23:55:00 -07:00
Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Henrik Rydgard
422ae62b63
D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
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MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
d59aa06a3b
d3d: Improve GE debugger with render-to-tex.
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Also fix a crash in oddly sized framebuffers.
2014-09-09 01:42:21 -07:00
Unknown W. Brackets
9af40cb14f
d3d: Update the texture cache to mostly match.
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Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
Unknown W. Brackets
07ccc37689
d3d: Use drawPixelsTex as a non-dynamic texture.
2014-09-06 23:01:03 -07:00
Unknown W. Brackets
9ce5c49978
d3d: Add basic stencil mask handling.
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Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Unknown W. Brackets
5e528f673d
d3d: Set the lod bias for textures.
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Why aren't these caching?
2014-08-26 07:58:09 -07:00
Unknown W. Brackets
4a615dc46c
Support BGRA formats in the debugger previews.
2014-08-24 22:08:28 -07:00
Unknown W. Brackets
42aa494aeb
d3d: Get some initial GE previews working.
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Wrong colors.
2014-08-24 21:52:47 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Henrik Rydgard
6011255e6f
D3D: Don't display buffered rendering upside down. Support screen scaling filter setting
2014-08-24 14:04:55 +02:00
Ced2911
49cc8e7312
[Gpu] Sync with gles
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/FramebufferDX9.h
GPU/Directx9/TransformPipelineDX9.cpp
2014-08-24 10:40:16 +02:00
Ced2911
6ee39c9abd
[Gpu] Update
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/FramebufferDX9.h
GPU/Directx9/VertexDecoderDX9.cpp
GPU/Directx9/helper/fbo.cpp
2014-08-24 10:29:47 +02:00
Henrik Rydgard
dcd8753ee1
Cherry-pick a tiny part of cf41d2af29633146e5b07c8851382efe72491091
2014-08-24 09:56:01 +02:00
Henrik Rydgard
1556234825
Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc.
2014-08-23 01:52:46 +02:00
Unknown W. Brackets
5db79dcf11
Fix some missing semicolons on log statements.
2014-06-29 19:09:37 -07:00
Unknown W. Brackets
4c1c694d4b
Use flags to avoid hashing textures when unchanged.
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If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.
Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
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Still using USING_GLES2 for, well, GLES2. But for things that are really
about mobile, we need a new define. Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Sacha
c71186b35a
Partial Stretch: This setting is needed on other devices too.
2013-11-28 14:59:17 +10:00
Unknown W. Brackets
d49ad5f114
Use an accessor for depth/frame addresses.
2013-10-06 22:17:53 -07:00
Henrik Rydgard
5bdb9e976b
Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
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Fixes MotoGP while also, in effect, committing #3859 .
Removes the horrifying ramDisplayFramebufferPtr hack.
2013-09-21 18:53:55 +02:00
The Dax
d102baacd0
Prep PPSSPP for Visual Studio 2013.
2013-09-17 10:27:06 -04:00
Unknown W. Brackets
5617f07462
Fix dx9 so it builds on Windows (DOES NOT WORK.)
2013-09-15 23:22:10 -07:00
Unknown W. Brackets
f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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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.
2013-09-15 12:52:44 +02:00