Commit Graph

500 Commits

Author SHA1 Message Date
Unknown W. Brackets
5d017829ad Make sure lists aren't reused before they complete. 2013-04-07 17:05:11 -07:00
Unknown W. Brackets
57770dbd95 Delay GPU signals and waits to simulate cycles. 2013-04-07 17:05:11 -07:00
Henrik Rydgard
5427f20b90 Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around. 2013-04-07 23:31:04 +02:00
Henrik Rydgard
e246ffe20c fragment shader: RGBA DECAL does make more sense this way 2013-04-07 20:37:19 +02:00
Henrik Rydgård
381a77802c Merge pull request #1191 from raven02/patch-9
Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-07 02:04:05 -07:00
Unknown W. Brackets
0ca4e5f0a7 Implement the jump, call, and ret signals.
Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets
376ad80d76 Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets
dac448dfae Implement the pause signal a bit better. 2013-04-06 09:59:24 -07:00
Unknown W. Brackets
8302780e98 These signals seem to skip the next FINISH, report. 2013-04-06 08:40:24 -07:00
Unknown W. Brackets
77311a121d Don't listsync until after the signal handler. 2013-04-06 08:36:03 -07:00
raven02
b03dfeb8a6 Clean up if-else 2013-04-06 22:28:38 +08:00
raven02
34f6a7512f Miss parenthesis in GE_TEXFUNC_BLEND 2013-04-06 22:24:04 +08:00
Unknown W. Brackets
fb26941a27 Implement sceGeListSync(). 2013-04-06 02:30:38 -07:00
Unknown W. Brackets
c0f20c2fdd If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
c57954a72e Implement sceGeDrawSync(). 2013-04-06 02:30:37 -07:00
Unknown W. Brackets
832edb0a8f Fix some x64 type conversion warnings. 2013-04-05 20:29:20 -07:00
Unknown W. Brackets
028cdbea43 Add some GPU related reporting. 2013-04-05 01:17:18 -07:00
Unknown W. Brackets
ef1086413c Correct wait signal handling. 2013-04-05 00:32:35 -07:00
Unknown W. Brackets
2913bc063a Implement sceGeListDeQueue().
Doesn't seem often used, though.
2013-04-05 00:32:34 -07:00
Unknown W. Brackets
339b444703 Switch to a fixed size displaylist queue. 2013-04-05 00:32:34 -07:00
Unknown W. Brackets
c986228d12 Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND. 2013-04-05 00:32:33 -07:00
Unknown W. Brackets
942eadb031 Always trigger interrupts on signal.
It seems likely the hardware does this.
2013-04-05 00:32:33 -07:00
Unknown W. Brackets
7aa6112c24 Keep a flag to indicate display list bailout. 2013-04-05 00:32:32 -07:00
niepodam
94c2f0cd9d Fix build with gcc 4.8.0 2013-04-04 19:16:15 +02:00
Henrik Rydgård
f75db49faf Merge pull request #1174 from unknownbrackets/dlist-parts
More of Orphis' dlist rewrite (continue/break, status, errors)
2013-04-04 01:03:11 -07:00
Unknown W. Brackets
7738b42b9c Implement sceGeBreak()/sceGeContinue(). 2013-04-04 00:36:43 -07:00
Unknown W. Brackets
566b88bd63 Don't actually run sceGeListEnqueueHead right away. 2013-04-04 00:11:15 -07:00
Unknown W. Brackets
5336ae814d Return more correct values in sceGeDrawSync(). 2013-04-03 23:31:01 -07:00
Unknown W. Brackets
74441fdc07 Handle displaylist state more like the PSP.
All these changes from Orphis' hard work.  Things still looking good.
2013-04-03 23:05:54 -07:00
Unknown W. Brackets
15cb005a60 Always trigger FINISH and SIGNAL from END. 2013-04-03 08:16:43 -07:00
Unknown W. Brackets
cd246d27c3 Count cycles in the GPU, rough guess at timing.
Doesn't actually do anything yet with the count, though.
2013-04-03 08:10:58 -07:00
Unknown W. Brackets
514bf93bf9 Don't trigger an interrupt when cb = -1. 2013-04-03 08:09:34 -07:00
raven02
fe5c3d778c Set min/mag filter to GL_LINEAR when disable mipmapping 2013-04-03 16:43:09 +08:00
Unknown W. Brackets
5bb006391c Android buildfix. 2013-04-03 00:57:08 -07:00
Henrik Rydgård
22a8d9c3ce Merge pull request #1162 from raven02/patch-3
Add option to toggle mipmapping for Android, default false
2013-04-02 23:03:24 -07:00
raven02
87e24ea938 Add option to toggle mipmapping , default false 2013-04-03 07:38:13 +08:00
raven02
71ede82f6d Fix in-game flickering in Dissidia Final Fantasy 2013-04-03 06:36:37 +08:00
Unknown W. Brackets
44b22bc6ff Fix shader compilation error. 2013-04-02 07:26:36 -07:00
BeaR
b3aa63f64f Modifying shade mapping in HW and SW 2013-04-02 12:24:22 +02:00
BeaR
da1b345cd4 HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting 2013-04-02 12:24:22 +02:00
Unknown W. Brackets
ec009bc299 Cleanup a few GPU error codes. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets
b8e4c72f04 Maintain the stack per displaylist, not globally. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets
affe91cb3b Refactor some GPU methods to return errors. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets
0f15a5eae6 Move the pc-management cmds to GPUCommon. 2013-03-31 23:57:02 -07:00
Henrik Rydgard
a9e436fcc1 Fix DXT5 alpha channel 2013-03-29 23:38:14 +01:00
Henrik Rydgard
63463f7959 Clamp render targets to 512x512 psp pixels. 2013-03-28 20:19:09 +01:00
raven02
6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
Henrik Rydgård
f7942f2724 Merge pull request #1081 from raven02/patch-17
Add glstate.dither.enable() to StateMapping
2013-03-26 01:15:13 -07:00
Unknown W. Brackets
e4223dbcb0 Simplify adding report messages, add a bunch more. 2013-03-26 00:54:00 -07:00
raven02
719e225e7b Add glstate.dither.disable() 2013-03-26 15:36:13 +08:00