Henrik Rydgard
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2f1e6f81bb
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Android buildfix
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2013-08-06 11:24:48 +02:00 |
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raven02
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ecf43c7ea9
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Fix lookup table
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2013-08-06 16:46:35 +08:00 |
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raven02
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1fb77f5fec
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Use lookup table
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2013-08-06 16:30:58 +08:00 |
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raven02
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6992eba90a
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Add remaining opcodes
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2013-08-06 16:25:33 +08:00 |
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raven02
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c9c1a75869
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Fix opcode/glLogicOp type
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2013-08-06 16:14:36 +08:00 |
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raven02
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5c4af8908e
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Add context for logicOps
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2013-08-06 16:03:27 +08:00 |
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Unknown W. Brackets
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f7a39d1b12
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Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
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2013-08-04 15:15:50 -07:00 |
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raven02
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fd40bf7ada
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Use gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
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2013-08-03 14:55:45 +08:00 |
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Henrik Rydgard
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61d419b2ec
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Don't scan for something to decimate every frame. Actually costs perf.
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2013-08-01 00:13:58 +02:00 |
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raven02
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08a315b7db
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Fix typo
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2013-07-31 02:35:03 +08:00 |
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raven02
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635def582c
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Fix readIndexedTex() to use texture level for width/height
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2013-07-31 01:52:29 +08:00 |
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raven02
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271171dbe3
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Use getUVGenMode()
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2013-07-31 01:44:03 +08:00 |
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raven02
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0daa550538
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Add getWeightMask()
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2013-07-30 23:55:11 +08:00 |
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raven02
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50f98fe498
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Add texture level parameter
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2013-07-30 23:23:02 +08:00 |
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raven02
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75c9ce2498
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GPUstate :Add getTextureWidth() & getTextureHeight()
and
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2013-07-30 23:09:22 +08:00 |
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Unknown W. Brackets
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676702071d
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Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense. May fix other
games too.
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2013-07-30 01:06:33 -07:00 |
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Henrik Rydgård
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abdeda590e
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Merge pull request #2991 from unknownbrackets/gpu-minor
Get rid of GLES references outside GLES / UI code
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2013-07-30 00:42:55 -07:00 |
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Unknown W. Brackets
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ebe68a5d00
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Don't bind odd render-to-texture when copying mem.
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2013-07-30 00:09:33 -07:00 |
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Unknown W. Brackets
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0a9315d0e2
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Cut down the scan range to avoid perf hit.
Probably no perf hit anyway. Should have the same functionality.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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04dc4ac19b
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Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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797027779e
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Log when render to texture formats differ.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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c31859021c
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Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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5f5048ca04
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Save the bufw for textures as well, to match fbs.
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2013-07-30 00:02:32 -07:00 |
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Unknown W. Brackets
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89349eae7e
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Consistently use a proper type for GE fb format.
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2013-07-29 23:05:59 -07:00 |
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Unknown W. Brackets
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4dde7276c6
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Don't use PspDisplayPixelFormat at all.
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2013-07-29 22:58:37 -07:00 |
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Unknown W. Brackets
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2f94977efe
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Don't include gfx/gl* outside the OpenGL GE.
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2013-07-29 22:47:38 -07:00 |
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Henrik Rydgård
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d8cdf37815
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Merge pull request #2986 from neobrain/math3d-extensions2
Math3d extensions2
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2013-07-29 15:16:16 -07:00 |
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neobrain
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6926926267
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GPU/Math3D: Change Vec3 to allow for arbitrary component base types.
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2013-07-29 22:26:41 +02:00 |
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neobrain
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0ed6e93b22
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GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
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2013-07-29 22:26:41 +02:00 |
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neobrain
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c502429c8f
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GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
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2013-07-29 22:26:41 +02:00 |
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neobrain
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17759082dc
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GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross.
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2013-07-29 22:26:41 +02:00 |
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The Dax
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21f0bf2079
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Put TextureFiltering enumerator name back. It was deleted by accident.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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83a255d413
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Remove BufferedRendering enumerator name.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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5ef3a558ff
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Remove more magic numbers and remove enumerator names.
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2013-07-29 15:34:51 -04:00 |
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The Dax
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b2dfdf6401
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Perform some Windows UI cleanups. Dozens of unused IDs were leftover from Dolphin, and I doubt they'll ever be used again. Also remove several magic numbers, instead using enumerators to clarify code.
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2013-07-29 15:34:50 -04:00 |
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raven02
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9cfe48dd33
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Float code cleanup
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2013-07-29 17:12:02 +08:00 |
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raven02
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3ff54b53a1
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TransformPipeline : Set case 3 as default #1
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2013-07-29 16:54:09 +08:00 |
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raven02
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ba458bf421
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VertexShader : Set case 3 as default #1
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2013-07-29 16:53:06 +08:00 |
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raven02
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703d5a70f3
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VertexDecoder: Fix a typo #2
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2013-07-29 16:41:55 +08:00 |
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raven02
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cd28c846eb
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VertexDecoder: Fix a typo #1
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2013-07-29 16:40:57 +08:00 |
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Unknown W. Brackets
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b46ab5f5a4
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Always defined WIN32_LEAN_AND_MEAN.
Might as well, less mess everywhere else.
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2013-07-28 21:04:20 -07:00 |
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Unknown W. Brackets
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7b7801d59a
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Switch to including Windows.h from an intermediate.
This makes it easier for Xbox which uses a separate header.
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2013-07-28 21:04:19 -07:00 |
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Henrik Rydgard
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50a2d1b87f
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
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Henrik Rydgard
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2eaf581bbe
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Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
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2013-07-27 23:23:17 +02:00 |
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Henrik Rydgard
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8602c276ca
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Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
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2013-07-27 22:14:34 +02:00 |
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Henrik Rydgard
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e36e976877
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Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
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2013-07-27 20:09:22 +02:00 |
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Henrik Rydgard
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9add78722d
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Fix size calculation for weights. Old one would waste space for small weights.
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2013-07-27 19:35:55 +02:00 |
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Henrik Rydgard
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0ae3c041d2
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Minor shader simplification
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2013-07-27 18:16:32 +02:00 |
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Henrik Rydgard
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bccfd9f2d7
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Don't set the projection matrix twice, check for -1 bone matrices (seen in logs..)
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2013-07-27 17:32:24 +02:00 |
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Henrik Rydgard
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5b32d2ecaf
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Merge remote-tracking branch 'origin'
Conflicts:
UI/NativeApp.cpp
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2013-07-27 13:11:30 +02:00 |
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