1564 Commits

Author SHA1 Message Date
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
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
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
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*.
The functionality seems pretty straight-forward.
2013-09-29 16:51:49 -07:00
Unknown W. Brackets
506180fd07 Cut down texcache cap to 512.
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.
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.
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???
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
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
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.
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.
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
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.
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.
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