Unknown W. Brackets
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10a77d29ab
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Debugger: Track texture usage too.
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2021-02-15 15:01:23 -08:00 |
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Henrik Rydgård
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981d0a2abe
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Reinterpret the data when binding a framebuffer with a different 16-bit format.
Car reflections in Outrun are better (see #11358) but have some
blue/yellow color garbage that will need a different fix.
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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f2e315b9a6
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More shadergen work
Buildfix
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2020-11-08 11:32:53 +01:00 |
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Henrik Rydgård
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ba0d04a142
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Vulkan: Implement depth texturing through depal.
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2020-08-09 20:31:04 +02:00 |
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Henrik Rydgård
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58ef0c8e80
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Texture from framebuffer: Logging improvements
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2020-08-04 14:45:14 +02:00 |
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Unknown W. Brackets
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9a4cd5bd9d
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GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
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2018-11-22 07:59:56 -08:00 |
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Unknown W. Brackets
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c32ffa1db0
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GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
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2018-08-11 16:33:39 -07:00 |
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Unknown W. Brackets
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2a13a66e18
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GPU: Use hw tess only for hw transform.
This may be needed if we start using software for points/lines.
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2018-06-28 19:47:33 -07:00 |
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Henrik Rydgård
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7ab6956828
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The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
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2017-11-20 12:39:01 +01:00 |
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Henrik Rydgård
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5a65334646
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Use dirty-flags more in Vulkan state setting
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2017-08-14 15:14:46 +02:00 |
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Henrik Rydgård
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35c8a05d29
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Minor GPU disassembler update
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2017-08-05 18:37:03 +02:00 |
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Henrik Rydgård
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1faae8b6d6
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Port some other minor changes over from #9255
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2017-04-03 16:47:30 +02:00 |
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Henrik Rydgard
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c70265d7f2
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Use table-driven dirtying instead of callbacks in GPU_GLES
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2017-01-24 18:12:20 +01:00 |
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Unknown W. Brackets
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277b76e2ae
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Treat GE_PATCHPRIM_UNKNOWN as points.
Confirmed by tests on hardware - although it's doubtful any games use
this type.
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2016-04-10 11:58:15 -07:00 |
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Henrik Rydgard
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d85dce0c21
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Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
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2016-04-10 11:03:07 +02:00 |
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Henrik Rydgard
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f3b0562bd8
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Improve viewport terminology a bit. No functional change.
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2015-11-04 22:03:29 +01:00 |
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Unknown W. Brackets
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98d7afae89
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Switch to #pragma once in a few places.
Doesn't really affect git history much to change these.
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2015-03-02 22:34:51 -08:00 |
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raven02
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e61a151942
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Add Vertex texture/color GE commands
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2014-04-26 23:53:17 +08:00 |
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raven02
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abc5c86339
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Split out texture level
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2014-04-19 06:45:17 +08:00 |
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raven02
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078606a528
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enum for GE_TEXFUNC_UNKNOWN1/2/3 = 5/6/7
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2013-12-14 06:48:45 +08:00 |
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Unknown W. Brackets
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f1f526f8cd
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Add some additional unknown cmds to reporting.
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2013-10-08 00:34:17 -07:00 |
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raven02
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9e17a4abdb
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Add bunch of GE_CMD_UNKNOWN_XX
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2013-09-20 14:31:16 +08:00 |
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raven02
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5e3b175045
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Reformat and use enum for GETextureFiltering
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2013-09-04 16:54:25 +08:00 |
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raven02
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67cdf87fc0
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Cleanup and add GE_PATCHPRIM_UNKNOWN=3
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2013-09-04 16:10:52 +08:00 |
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Florent Castelli
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c6932e2675
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Use GEPrimitiveType everywhere instead of stupid integer
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2013-08-25 19:51:06 +02:00 |
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raven02
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2820e5303f
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Add GE_LIGHTTYPE_UNKNOWN
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2013-08-20 11:41:24 +08:00 |
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Unknown W. Brackets
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a5cf284c1b
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Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
Fixes Riviera, #2214.
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2013-08-19 00:33:15 -07:00 |
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Tony Wasserka
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e984374b29
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GPU: Explicitily assign enum values for GEComparison.
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2013-08-16 23:49:14 +02:00 |
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Tony Wasserka
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11a94e1d14
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softgpu: Implement spline surface drawing (without patch subdivision).
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2013-08-16 23:49:13 +02:00 |
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Tony Wasserka
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d2f30961af
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softgpu: Make perspective correct uv mapping code more readable and implement projection mapping.
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2013-08-16 23:49:12 +02:00 |
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Tony Wasserka
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df141ffe6b
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softgpu: Implement stencil testing. Add some TODOs. Disable alpha blending when clear mode is active.
GPUState: Fix incorrect stencil enum.
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2013-08-16 23:49:06 +02:00 |
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Tony Wasserka
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73e3b78169
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softgpu: Support flat triangle shading.
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2013-08-16 23:48:57 +02:00 |
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raven02
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f1473ba1fb
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Add remaining GE_LOGI in enum GELogicOp
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2013-08-06 16:01:31 +08:00 |
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Unknown W. Brackets
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89349eae7e
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Consistently use a proper type for GE fb format.
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2013-07-29 23:05:59 -07:00 |
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Unknown W. Brackets
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abd9dc6137
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Use the light computation/type GE accessors.
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2013-07-21 19:44:30 -07:00 |
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Unknown W. Brackets
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0e0b074ed7
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Correct dest stride on GPU block transfer.
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2013-04-08 08:36:51 -07:00 |
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Henrik Rydgard
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ac47d74d7b
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Remove obviously useless alpha tests. May help speed on mobile GPUs a little.
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2013-03-11 18:43:36 +01:00 |
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Henrik Rydgard
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510f1ac3f4
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Some misc GE constant renames / disasm
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2013-02-02 13:40:26 +01:00 |
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Henrik Rydgard
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7a5aa60b3a
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Disasm GE_CMD_REVERSENORMAL
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2013-01-25 18:29:13 +01:00 |
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Henrik Rydgard
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14d26141a5
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TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
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2013-01-22 22:03:39 +01:00 |
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Henrik Rydgard
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7271e3fcd5
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Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
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2013-01-14 20:44:11 +01:00 |
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Henrik Rydgard
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d8d2246236
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Implement sceGeGetMtx and sceGeGetCmd
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2013-01-05 19:26:37 +01:00 |
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Henrik Rydgård
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e2cc226d0d
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Just some cleanup of GPU code
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2012-12-28 20:54:00 +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 Rydgard
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d0f829353d
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Support FIXA and FIXB blend factors as well as possible.
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2012-11-25 15:49:37 +01:00 |
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Henrik Rydgard
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07e753da9f
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Fix skinning bugs, optimize, re-enable a lighting optimization
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2012-11-11 19:00:44 +01:00 |
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Arthur Blot
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a29072c3f7
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Fixed texture loading for all formats.
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2012-11-08 23:26:30 +01:00 |
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Henrik Rydgard
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64cc573703
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Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK.
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2012-11-04 23:24:00 +01:00 |
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Henrik Rydgard
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4f7ad15758
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Add snapshot of the whole source code.
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2012-11-01 16:19:01 +01:00 |
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