Sacha
424a24366c
Buildfix for Symbian.
2013-10-05 02:51:56 +10:00
Henrik Rydgard
bfd30886b7
Save a few GL calls per frame on Tegra using NV_draw_texture
2013-10-01 16:22:55 +02:00
raven02
90e77f8c30
Remove duplicate comment
2013-10-01 14:04:48 +08:00
raven02
7f3a3ccd6c
Projection mapping : Initialize z as 1.0f
2013-10-01 09:01:38 +08:00
Henrik Rydgård
6b3d78adfc
glDrawRangeElements seems to cause problems in monster hunter?
2013-09-30 13:22:17 +02:00
Henrik Rydgård
add0350b56
Merge pull request #3967 from raven02/patch-17
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Quick fix FF4 CC missing title text in framebuffer-to-memory mode
2013-09-30 03:39:47 -07:00
Henrik Rydgård
a95a1a914c
Merge pull request #3992 from unknownbrackets/savestates
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Add rewind functionality only (no UI)
2013-09-30 01:52:49 -07:00
Henrik Rydgard
f48e0af235
Better check for blendmode
2013-09-30 10:17:23 +02:00
Henrik Rydgard
e65d0b4791
Use EXT_blend_minmax when available. Minor tweaks.
2013-09-30 10:12:10 +02:00
Henrik Rydgård
5daa22f801
Merge pull request #3991 from unknownbrackets/dmac
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Implement sceDmacTryMemcpy(), improve sceDmacMemcpy()
2013-09-30 00:29:20 -07:00
Unknown W. Brackets
9e1e64d62e
Swap render targets when drawing spline/beziers.
2013-09-29 23:31:07 -07:00
Unknown W. Brackets
d7622869a9
Warning fix.
2013-09-29 20:28:19 -07:00
Unknown W. Brackets
74908f6b38
Add errors and rescheduling to sceDmac*.
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The functionality seems pretty straight-forward.
2013-09-29 16:51:49 -07:00
Unknown W. Brackets
506180fd07
Cut down texcache cap to 512.
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This will make textures rehash 4x more often if they seem to be static.
Previously, 2048 for a 30 fps game meant 69 seconds before it would notice
a change. This is really long for fonts that get missed sometimes.
This takes that down to 17.5 seconds. Still quite a while, but something
a normal person is much more likely to wait for.
Hopefulyl won't hurt performance much normally.
2013-09-29 15:26:56 -07:00
Unknown W. Brackets
f667d26814
Fix texcache rehash backoff.
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If a texture was reused (with other textures in between) several times per
frame, it would be rehashed more frequently than it should be.
Also tries to avoid rehashing several textures on the same frame if they
do not change.
2013-09-29 15:24:02 -07:00
Unknown W. Brackets
0aa263511d
Don't clear the GPU caches on savestate, just load.
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And maybe it's not even fully necessary on load...
2013-09-29 13:19:32 -07:00
Henrik Rydgard
99a7ff0973
Fix shader generation issue for desktop PowerVR chips - are there still such things???
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Seen in our automatic reports.
2013-09-29 11:17:12 +02:00
raven02
50de251aa2
Fix few crashes when vfb->fbo is null when using GE debugger
2013-09-29 13:03:36 +08:00
raven02
6c1017c45e
Render-to-texture : Remove no longer valid game list comments
2013-09-29 10:52:29 +08:00
Henrik Rydgard
a5d30d2f02
Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too...
2013-09-28 23:51:10 +02:00
Henrik Rydgård
5fba85d62b
Merge pull request #3787 from unknownbrackets/softgpu
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softgpu: Skip the stencil/depth tests in a clear
2013-09-28 13:25:35 -07:00
danyalzia
12d15bc13e
fix a clamping bug in pre-HD ATI/AMD drivers
2013-09-29 00:25:13 +05:00
danyalzia
1aa3c39f77
Do not read through PBOs
2013-09-29 00:17:19 +05:00
Unknown W. Brackets
e79781b1a3
softgpu: Skip the stencil/depth tests in a clear.
2013-09-28 12:15:07 -07:00
Henrik Rydgård
db27cdd138
Merge pull request #3947 from raven02/patch-14
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Fix missing minimap and title effect in Hexyz Force
2013-09-28 07:52:09 -07:00
Unknown W. Brackets
da1d700904
Attempt to support rendering depth/stencil.
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But no interface yet. I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
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Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets
81e71dd8d7
Add a way to get to the current texture as well.
2013-09-27 22:46:08 -07:00
Unknown W. Brackets
75f2995f25
Move some texture deindexing to GPU/Common/.
2013-09-27 22:46:07 -07:00
Unknown W. Brackets
b4b0b33f57
Move DXT decoding to GPU/Common/.
2013-09-27 22:46:06 -07:00
raven02
748ae6a3e7
Workaround fix issue #3912
2013-09-28 00:28:53 +08:00
raven02
8564d146c8
Rename roundTo255th to roundTo255thf
2013-09-28 00:06:18 +08:00
Henrik Rydgard
b10e2bce3c
Add FXAA antialiasing on non-mobile. Works best when render resolution = window size.
2013-09-26 12:41:59 +02:00
Henrik Rydgård
e7c01b8d32
Clang fixes (apple)
2013-09-25 18:50:09 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Henrik Rydgard
bd8cb4b02d
Start work on implementing bbox, add a comment with some thoughts..
2013-09-24 14:14:05 +02:00
Henrik Rydgard
424b4cbd5f
Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet)
2013-09-24 14:14:04 +02:00
Henrik Rydgard
2b66a850be
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
2013-09-24 11:14:49 +02:00
Unknown W. Brackets
bdfc8bf4b3
Mark texture as maybe changed when running lists.
2013-09-23 23:17:56 -07:00
Unknown W. Brackets
4c3b3484d7
Actually apply the restored gstate.
2013-09-23 23:17:36 -07:00
Henrik Rydgard
ff8c6ba225
Optimize real splines. Still not active.
2013-09-23 23:02:31 +02:00
Henrik Rydgard
9dc9c89918
Possible fix to bezier texture coordinate problem reported by CPkmn
2013-09-23 22:02:58 +02:00
Henrik Rydgard
bdbf6c5237
Enable (hopefully) correct beziers. Add full spline tesselation from JPCSP, disabled
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Disabled real splines as it's way too slow, needs a complete rewrite. But works, except
for normal generation.
2013-09-23 20:29:34 +02:00
Unknown W. Brackets
f89ba75c38
Flag the texture on format/swizzle change.
2013-09-23 08:08:06 -07:00
Henrik Rydgard
171fe00383
More work on spline/bezier tesselation. Disabled for now, there are still issues.
2013-09-23 15:55:53 +02:00
raven02
e1f63f2e6d
Set gstate_c.textureChanged = true; and | FLAG_EXECUTE for GE_CMD_TEXWRAP
2013-09-23 20:49:24 +08:00
Unknown W. Brackets
6a313ac204
Support flipped and not flipped buffers.
2013-09-22 22:37:37 -07:00
Unknown W. Brackets
4bc912c6db
Detect tricks with depthbuffers and report them.
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Tons of games share framebuffers though, but data is good...
2013-09-22 21:48:03 -07:00
Unknown W. Brackets
38a4f2112d
More carefully log unknown GE commands.
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Need FLAG_EXECUTE or they won't log, we were only getting the
ReapplyGfxState() ones before. Let's skip 0 to not log those as well.
2013-09-22 21:01:53 -07:00
Unknown W. Brackets
6073317591
Support render res. above 1x in ge debugger.
2013-09-22 20:14:31 -07:00