Henrik Rydgård
431f142413
Cleanup in ge_constants.h, add virtual CLUT8 buffer format
2022-09-14 22:18:35 +02:00
Unknown W. Brackets
167213c746
softgpu: Cache texture bufws at 16 bit.
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Reducing the size of state a bit.
2022-09-12 21:57:00 -07:00
Unknown W. Brackets
402492a958
GE Debugger: Show imm prim flag detail in disasm.
2022-09-06 22:31:09 -07:00
Unknown W. Brackets
880f6f8d49
GPU: Handle more flags on imm prim command.
2022-09-06 22:20:45 -07:00
Henrik Rydgård
a854fbbe76
fbtex matching: Shrink the matching struct, use TinySet instead of vector to avoid an allocation.
2022-09-01 10:24:52 +02:00
Henrik Rydgård
51686f4936
Copy color from overlapping framebuffers on bind, under certain conditions.
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Leads to much faster performance in Juiced 2.
This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.
Fixes #15728
2022-08-22 16:06:55 +02:00
Henrik Rydgård
5785cf40ad
Clean up and comment framebuffer struct better, add bind sequence numbers
2022-08-17 10:09:11 +02:00
Unknown W. Brackets
10a77d29ab
Debugger: Track texture usage too.
2021-02-15 15:01:23 -08:00
Henrik Rydgård
981d0a2abe
Reinterpret the data when binding a framebuffer with a different 16-bit format.
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Car reflections in Outrun are better (see #11358 ) but have some
blue/yellow color garbage that will need a different fix.
2020-11-08 11:32:55 +01:00
Henrik Rydgård
f2e315b9a6
More shadergen work
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Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård
ba0d04a142
Vulkan: Implement depth texturing through depal.
2020-08-09 20:31:04 +02:00
Henrik Rydgård
58ef0c8e80
Texture from framebuffer: Logging improvements
2020-08-04 14:45:14 +02:00
Unknown W. Brackets
9a4cd5bd9d
GPU: Skip specular on powered diffuse.
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Matches hardware tests and improves lighting for Virtua Tennis, see #4140 .
2018-11-22 07:59:56 -08:00
Unknown W. Brackets
c32ffa1db0
GE Debugger: Rename depth clamp more places.
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Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Unknown W. Brackets
2a13a66e18
GPU: Use hw tess only for hw transform.
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This may be needed if we start using software for points/lines.
2018-06-28 19:47:33 -07:00
Henrik Rydgård
7ab6956828
The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
2017-11-20 12:39:01 +01:00
Henrik Rydgård
5a65334646
Use dirty-flags more in Vulkan state setting
2017-08-14 15:14:46 +02:00
Henrik Rydgård
35c8a05d29
Minor GPU disassembler update
2017-08-05 18:37:03 +02:00
Henrik Rydgård
1faae8b6d6
Port some other minor changes over from #9255
2017-04-03 16:47:30 +02:00
Henrik Rydgard
c70265d7f2
Use table-driven dirtying instead of callbacks in GPU_GLES
2017-01-24 18:12:20 +01:00
Unknown W. Brackets
277b76e2ae
Treat GE_PATCHPRIM_UNKNOWN as points.
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Confirmed by tests on hardware - although it's doubtful any games use
this type.
2016-04-10 11:58:15 -07:00
Henrik Rydgard
d85dce0c21
Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
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See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
2016-04-10 11:03:07 +02:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
Unknown W. Brackets
98d7afae89
Switch to #pragma once in a few places.
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Doesn't really affect git history much to change these.
2015-03-02 22:34:51 -08:00
raven02
e61a151942
Add Vertex texture/color GE commands
2014-04-26 23:53:17 +08:00
raven02
abc5c86339
Split out texture level
2014-04-19 06:45:17 +08:00
raven02
078606a528
enum for GE_TEXFUNC_UNKNOWN1/2/3 = 5/6/7
2013-12-14 06:48:45 +08:00
Unknown W. Brackets
f1f526f8cd
Add some additional unknown cmds to reporting.
2013-10-08 00:34:17 -07:00
raven02
9e17a4abdb
Add bunch of GE_CMD_UNKNOWN_XX
2013-09-20 14:31:16 +08:00
raven02
5e3b175045
Reformat and use enum for GETextureFiltering
2013-09-04 16:54:25 +08:00
raven02
67cdf87fc0
Cleanup and add GE_PATCHPRIM_UNKNOWN=3
2013-09-04 16:10:52 +08:00
Florent Castelli
c6932e2675
Use GEPrimitiveType everywhere instead of stupid integer
2013-08-25 19:51:06 +02:00
raven02
2820e5303f
Add GE_LIGHTTYPE_UNKNOWN
2013-08-20 11:41:24 +08:00
Unknown W. Brackets
a5cf284c1b
Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
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Fixes Riviera, #2214 .
2013-08-19 00:33:15 -07:00
Tony Wasserka
e984374b29
GPU: Explicitily assign enum values for GEComparison.
2013-08-16 23:49:14 +02:00
Tony Wasserka
11a94e1d14
softgpu: Implement spline surface drawing (without patch subdivision).
2013-08-16 23:49:13 +02:00
Tony Wasserka
d2f30961af
softgpu: Make perspective correct uv mapping code more readable and implement projection mapping.
2013-08-16 23:49:12 +02:00
Tony Wasserka
df141ffe6b
softgpu: Implement stencil testing. Add some TODOs. Disable alpha blending when clear mode is active.
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GPUState: Fix incorrect stencil enum.
2013-08-16 23:49:06 +02:00
Tony Wasserka
73e3b78169
softgpu: Support flat triangle shading.
2013-08-16 23:48:57 +02:00
raven02
f1473ba1fb
Add remaining GE_LOGI in enum GELogicOp
2013-08-06 16:01:31 +08:00
Unknown W. Brackets
89349eae7e
Consistently use a proper type for GE fb format.
2013-07-29 23:05:59 -07:00
Unknown W. Brackets
abd9dc6137
Use the light computation/type GE accessors.
2013-07-21 19:44:30 -07:00
Unknown W. Brackets
0e0b074ed7
Correct dest stride on GPU block transfer.
2013-04-08 08:36:51 -07:00
Henrik Rydgard
ac47d74d7b
Remove obviously useless alpha tests. May help speed on mobile GPUs a little.
2013-03-11 18:43:36 +01:00
Henrik Rydgard
510f1ac3f4
Some misc GE constant renames / disasm
2013-02-02 13:40:26 +01:00
Henrik Rydgard
7a5aa60b3a
Disasm GE_CMD_REVERSENORMAL
2013-01-25 18:29:13 +01:00
Henrik Rydgard
14d26141a5
TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
2013-01-22 22:03:39 +01:00
Henrik Rydgard
7271e3fcd5
Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
2013-01-14 20:44:11 +01:00
Henrik Rydgard
d8d2246236
Implement sceGeGetMtx and sceGeGetCmd
2013-01-05 19:26:37 +01:00
Henrik Rydgård
e2cc226d0d
Just some cleanup of GPU code
2012-12-28 20:54:00 +01:00