Commit Graph

904 Commits

Author SHA1 Message Date
Henrik Rydgard
2f1e6f81bb Android buildfix 2013-08-06 11:24:48 +02:00
raven02
ecf43c7ea9 Fix lookup table 2013-08-06 16:46:35 +08:00
raven02
1fb77f5fec Use lookup table 2013-08-06 16:30:58 +08:00
raven02
6992eba90a Add remaining opcodes 2013-08-06 16:25:33 +08:00
raven02
c9c1a75869 Fix opcode/glLogicOp type 2013-08-06 16:14:36 +08:00
raven02
5c4af8908e Add context for logicOps 2013-08-06 16:03:27 +08:00
Unknown W. Brackets
f7a39d1b12 Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
2013-08-04 15:15:50 -07:00
raven02
fd40bf7ada Use gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask() 2013-08-03 14:55:45 +08:00
Henrik Rydgard
61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02
08a315b7db Fix typo 2013-07-31 02:35:03 +08:00
raven02
635def582c Fix readIndexedTex() to use texture level for width/height 2013-07-31 01:52:29 +08:00
raven02
271171dbe3 Use getUVGenMode() 2013-07-31 01:44:03 +08:00
raven02
0daa550538 Add getWeightMask() 2013-07-30 23:55:11 +08:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
676702071d Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense.  May fix other
games too.
2013-07-30 01:06:33 -07:00
Henrik Rydgård
abdeda590e Merge pull request #2991 from unknownbrackets/gpu-minor
Get rid of GLES references outside GLES / UI code
2013-07-30 00:42:55 -07:00
Unknown W. Brackets
ebe68a5d00 Don't bind odd render-to-texture when copying mem. 2013-07-30 00:09:33 -07:00
Unknown W. Brackets
0a9315d0e2 Cut down the scan range to avoid perf hit.
Probably no perf hit anyway.  Should have the same functionality.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets
04dc4ac19b Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets
797027779e Log when render to texture formats differ. 2013-07-30 00:02:33 -07:00
Unknown W. Brackets
c31859021c Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
2013-07-30 00:02:33 -07:00
Unknown W. Brackets
5f5048ca04 Save the bufw for textures as well, to match fbs. 2013-07-30 00:02:32 -07:00
Unknown W. Brackets
89349eae7e Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
Unknown W. Brackets
4dde7276c6 Don't use PspDisplayPixelFormat at all. 2013-07-29 22:58:37 -07:00
Unknown W. Brackets
2f94977efe Don't include gfx/gl* outside the OpenGL GE. 2013-07-29 22:47:38 -07:00
Henrik Rydgård
d8cdf37815 Merge pull request #2986 from neobrain/math3d-extensions2
Math3d extensions2
2013-07-29 15:16:16 -07:00
neobrain
6926926267 GPU/Math3D: Change Vec3 to allow for arbitrary component base types. 2013-07-29 22:26:41 +02:00
neobrain
0ed6e93b22 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.
2013-07-29 22:26:41 +02:00
neobrain
c502429c8f 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".
2013-07-29 22:26:41 +02:00
neobrain
17759082dc GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross. 2013-07-29 22:26:41 +02:00
The Dax
21f0bf2079 Put TextureFiltering enumerator name back. It was deleted by accident. 2013-07-29 15:34:51 -04:00
The Dax
83a255d413 Remove BufferedRendering enumerator name. 2013-07-29 15:34:51 -04:00
The Dax
5ef3a558ff Remove more magic numbers and remove enumerator names. 2013-07-29 15:34:51 -04:00
The Dax
b2dfdf6401 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. 2013-07-29 15:34:50 -04:00
raven02
9cfe48dd33 Float code cleanup 2013-07-29 17:12:02 +08:00
raven02
3ff54b53a1 TransformPipeline : Set case 3 as default #1 2013-07-29 16:54:09 +08:00
raven02
ba458bf421 VertexShader : Set case 3 as default #1 2013-07-29 16:53:06 +08:00
raven02
703d5a70f3 VertexDecoder: Fix a typo #2 2013-07-29 16:41:55 +08:00
raven02
cd28c846eb VertexDecoder: Fix a typo #1 2013-07-29 16:40:57 +08:00
Unknown W. Brackets
b46ab5f5a4 Always defined WIN32_LEAN_AND_MEAN.
Might as well, less mess everywhere else.
2013-07-28 21:04:20 -07:00
Unknown W. Brackets
7b7801d59a Switch to including Windows.h from an intermediate.
This makes it easier for Xbox which uses a separate header.
2013-07-28 21:04:19 -07:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Henrik Rydgard
2eaf581bbe 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.
2013-07-27 23:23:17 +02:00
Henrik Rydgard
8602c276ca Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877 Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
9add78722d Fix size calculation for weights. Old one would waste space for small weights. 2013-07-27 19:35:55 +02:00
Henrik Rydgard
0ae3c041d2 Minor shader simplification 2013-07-27 18:16:32 +02:00
Henrik Rydgard
bccfd9f2d7 Don't set the projection matrix twice, check for -1 bone matrices (seen in logs..) 2013-07-27 17:32:24 +02:00
Henrik Rydgard
5b32d2ecaf Merge remote-tracking branch 'origin'
Conflicts:
	UI/NativeApp.cpp
2013-07-27 13:11:30 +02:00