gabest11
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481f1fdda2
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GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5065 96395faa-99c1-11dd-bbfe-3dabce05a288
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2012-01-09 08:41:33 +00:00 |
gabest11
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f68f007f00
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GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
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2012-01-05 02:40:24 +00:00 |
gabest11
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ee9c9ac8f3
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GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
(HW mode z-test expects a float input, so this trick cannot be done there.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4966 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-11-14 03:08:13 +00:00 |
gabest11
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732b038571
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4529 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-04-04 11:05:54 +00:00 |
gabest11
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4f8bbb2c52
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GSdx: please test mipmapping again...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4455 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-19 03:54:22 +00:00 |
gabest11
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243a0f4ad1
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GSdx: (almost) complete mipmapping support, if the min/mag filter differs then bilinear is used.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4440 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-17 02:55:20 +00:00 |
gabest11
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1d759c852d
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GSdx: When mipmapping is on, LOD is calculated per pixel, it isn't used for anything, but it's there. I cannot really measure any significant slowdown, but rest of the fun is yet to come.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4428 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-14 03:32:28 +00:00 |
gabest11
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9586e38dd4
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GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4407 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-09 11:52:53 +00:00 |
gabest11
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f9da2669a7
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GSdx: fixing the vs2008 project
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4382 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-02 08:32:30 +00:00 |
gabest11
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a96a345077
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GSdx: the x64 ABI on windows is not so nice after all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4380 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-28 11:08:52 +00:00 |