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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Henrik Rydgard
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d1b3fd0e49
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Better window resize handling
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2013-01-27 00:15:39 +01:00 |
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Unknown W. Brackets
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3861ce0376
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Use sceKernelDcacheWritebackAll() as a hint only.
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2013-01-05 17:07:19 -08:00 |
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Florent Castelli
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36a71eafd0
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Move InterpretList and ProcessDLQueue to GPUCommon
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2012-12-29 03:11:36 +01:00 |
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Florent Castelli
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6eec4f5d7f
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Move display list management to common GPU class
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2012-12-29 03:11:35 +01:00 |
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Henrik Rydgård
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57b4d658cc
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Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
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2012-12-27 23:38:55 +01:00 |
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Henrik Rydgård
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d95dbca9be
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Cleanup GPU init/shutdown a bit
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2012-12-25 22:42:19 +01:00 |
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Unknown W. Brackets
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d378b1c324
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Deallocate properly in shutdown, not in init.
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2012-12-24 01:41:15 -08:00 |
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Unknown W. Brackets
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2736012719
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Cleanup some state on reset in the GPU code.
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2012-12-23 23:12:53 -08:00 |
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Henrik Rydgard
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252845ecb6
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Bugfix, remove hack
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2012-12-21 23:55:19 +01:00 |
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Henrik Rydgard
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e42af096c8
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Merge
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2012-12-21 23:43:48 +01:00 |
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Henrik Rydgard
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980d13fe50
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Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
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2012-11-28 13:45:22 +01:00 |
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Henrik Rydgard
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870ea6628b
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Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
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2012-11-26 17:35:08 +01:00 |
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Henrik Rydgard
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f378f959e1
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Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices.
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2012-11-20 10:59:23 +01:00 |
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Henrik Rydgard
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91e1cce17e
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Some reorg in preparation for FBO work
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2012-11-19 21:23:29 +01:00 |
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Henrik Rydgard
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5596b98529
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Get rid of opengl include from sceDisplay.cpp
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2012-11-18 13:14:22 +01:00 |
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Henrik Rydgard
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e37a1fb1d3
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Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
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2012-11-18 13:04:49 +01:00 |
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Henrik Rydgard
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8a082f91cc
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Ge Callbacks seem to be working now.
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2012-11-06 18:14:09 +01:00 |
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Henrik Rydgard
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85d5cfd8c4
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Add more proper "Null" GPU
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2012-11-06 17:05:27 +01:00 |
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