The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)
Fixes issue 1498.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
Move depth state management from EmuGfxState to Renderer.
Call stateman->Apply in Renderer::ApplyState instead of EmuGfxState::ApplyState.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6903 8ced0084-cf51-0410-be5f-012b33b47a6e
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
corrected peek color and peek z to correctly emulate real hardware formats.
implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback)
i need a lot of feedback in this changes please
enjoy
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6604 8ced0084-cf51-0410-be5f-012b33b47a6e
DX9: Revert to the old EFB coordinate scaling. Glitches caused by higher EFB scales probably can't even be fixed properly in DX9, so let's not even mess with it...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6573 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix problems caused by EFB scales other than Native (excluding fractional!). Test whether this fixes games which work fine with native EFB resolution but show glitches with higher internal resolutions.
Also fixed numerous warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6549 8ced0084-cf51-0410-be5f-012b33b47a6e