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