Unknown W. Brackets
9b12a4893d
Track framebuffer memory dirty more carefully.
...
Fixes #6296 , Grand Knights History slowdown during battle transition. May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets
ed39bb7a9c
When projecting textures, flip V in frag shader.
...
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets
3d8f078b6c
Try to workaround Breath of Fire 3's render-to-tex.
...
It renders to two areas but textures with a high V to reach the second
texture. We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
Unknown W. Brackets
003f20c694
Allow scissor, but not depthtest during glClear().
...
Improves #6210 .
2014-06-01 10:34:57 -07:00
Unknown W. Brackets
097ab53952
Enable the glClear() optimization.
...
It seems to help and so far have not noticed any problems.
2014-05-31 22:07:42 -07:00
Unknown W. Brackets
e109a547ae
Disable vertex arrays not in use.
2014-05-31 22:07:41 -07:00
Unknown W. Brackets
b308aaad03
Update disabled IsReallyAClear() code.
...
Not sure if there's still something wrong about depth.
2014-05-31 22:07:40 -07:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
...
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Henrik Rydgard
1d545f3e6b
SW transform: Don't initialize Lighter if lighting is disabled.
2014-04-21 12:49:36 +02:00
Unknown W. Brackets
a4327702f1
Reduce some includes under GPU/.
2014-03-29 16:51:38 -07:00
Unknown W. Brackets
a414abfe4a
Don't calculate lighting when not enabled.
...
We just ignore it anyway. 2% improvement in Tales of Phantasia X.
2014-03-24 22:57:58 -07:00
Henrik Rydgard
6260ac4bc7
Fix the latest fog issue for software transform as well
2014-03-24 10:57:53 +01:00
Henrik Rydgård
98da5144ef
Merge pull request #5612 from raven02/patch-27
...
Shade mapping fix
2014-03-22 14:37:22 +01:00
Unknown W. Brackets
678237aa6c
Improve SSE usage in software transform.
...
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help. Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
Unknown W. Brackets
1ce6bf399a
Buildfix for 32-bit x86, arg.
2014-03-17 21:52:45 -07:00
raven02
1b831ce022
SW T&L
2014-03-07 21:41:40 +08:00
Henrik Rydgard
14018bd763
Apply the fog fix to software transform as well. See #2387
2014-02-12 11:13:49 +01:00
Henrik Rydgard
9e6d7abf4e
Minor cleanup
2014-02-12 11:10:44 +01:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
...
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
Unknown W. Brackets
25bc394284
Ignore the material update flag w/o vertex color.
...
Instead of using materialambient for all of them.
Fixes #3918 , and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Unknown W. Brackets
5f2d5d9c55
Fix an uninitialized value warning.
2013-12-01 11:21:17 -08:00
Henrik Rydgard
eea8413a82
Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
...
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgard
e3d471f590
Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
2013-11-19 23:38:36 +01:00
Henrik Rydgard
b0ccf5981c
Don't bother with glDrawRangeElements, seems to not improve perf.
2013-11-14 17:33:43 +01:00
Henrik Rydgård
ab3fe9ba86
Extract the software transform code into its own file.
2013-11-13 14:56:34 +01:00