BeaR
c9daf8df7b
Cleanup and fix vertex shader
2013-04-16 19:01:18 +02:00
Henrik Rydgard
ea11c36091
Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
2013-04-15 22:57:54 +02:00
BeaR
f7739ccdc2
Apply attenuation to ambient light
2013-04-15 19:11:26 +02:00
Henrik Rydgard
af06611691
Fix bug in ServerHostname found by MSVC's debug allocator. Sneak in a comment.
2013-04-14 10:04:07 +02:00
Henrik Rydgård
c8238a1a05
Merge pull request #1024 from raven02/patch-3
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Fix buffered mode broken in MotoGP
2013-04-14 00:46:42 -07:00
Unknown W. Brackets
6f41255947
Improve the common case of indexed texture reading.
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Cuts from 3.8% to 0.8% in Crimson Gem Saga on Windows.
2013-04-13 16:30:56 -07:00
Unknown W. Brackets
34f1f3a8e7
Remove one more FP usage in GPU.
2013-04-13 13:04:39 -07:00
Henrik Rydgard
e3fb88de68
Background thread for icon loading, show in game list. Switch to GNU STL in Android port.
2013-04-13 21:24:07 +02:00
Henrik Rydgard
5828fe5728
Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551
2013-04-13 19:45:17 +02:00
BeaR
38231ca60a
Fix SW spotlight
2013-04-13 17:52:16 +02:00
Henrik Rydgård
7e657e8f78
Merge pull request #1261 from unknownbrackets/fbo-flicker
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Fix FBO decimation in a cleaner way
2013-04-12 07:53:36 -07:00
Unknown W. Brackets
e7f0bf71bf
Don't go decimate happy on FBOs if a game reuses.
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Some games, e.g. games that render at < 60fps, reuse FBOs.
This was making all three pointers the same, making us more likely
to decimate things when we ought not to.
2013-04-12 07:09:45 -07:00
Unknown W. Brackets
c4a6224506
Don't decimate FBOs if none were used.
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Not sure why this is happening, but fixes #1260 .
2013-04-12 07:00:59 -07:00
raven02
fcba4d4df1
Simply and initialize lightscale%i/angle%i/distance%i
2013-04-11 21:49:44 +08:00
raven02
7be4ce1d86
Match SW T&L with hardware
2013-04-11 21:47:34 +08:00
Henrik Rydgard
d46812a49f
Implement pullrq #1240 better, I think.
2013-04-10 00:06:29 +02:00
BeaR
fa3a1fbd52
Add support for spotlights
2013-04-09 18:26:06 +02:00
raven02
07a36f2384
HW T&L : clamp lightscale
2013-04-09 20:42:40 +08:00
Unknown W. Brackets
74dbd2b44c
Use AllocateMemoryPages() for the texcache buffers.
2013-04-09 01:59:47 -07:00
Unknown W. Brackets
de79941ef4
Allow the tex buffers to grow if necessary.
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Only does the 16 bit one for now.
Tactics Ogre uses a texture that is 1024x1024. Ouch.
2013-04-09 01:59:33 -07:00
BeaR
3cc7d99143
Change texture even on clearmode
2013-04-09 09:50:57 +02:00
Henrik Rydgård
6ec7d237e8
Merge pull request #1222 from unknownbrackets/gpu-fix
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Correct dest stride on GPU block transfer
2013-04-08 11:01:04 -07:00
Unknown W. Brackets
0e0b074ed7
Correct dest stride on GPU block transfer.
2013-04-08 08:36:51 -07:00
raven02
3252eb6554
Fragment Shader : use mix() for decal/blend
2013-04-08 22:48:40 +08:00
Henrik Rydgård
aa33c4efcc
Merge pull request #1217 from unknownbrackets/fbo-flicker
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Adjust FBO decimation to optimize for creation
2013-04-08 03:22:35 -07:00
Unknown W. Brackets
23c0e7f319
Change FBO age back to 5, gets in a create loop...
2013-04-08 00:45:21 -07:00
Unknown W. Brackets
79e3c66514
Adjust FBO decimation to optimize for creation.
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But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Unknown W. Brackets
210c7b1639
Slow down the GPU clock estimate.
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This makes Fat Princess for example much faster.
2013-04-07 17:05:12 -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
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
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
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More of Orphis' dlist rewrite (continue/break, status, errors)
2013-04-04 01:03:11 -07:00
Unknown W. Brackets
cd246d27c3
Count cycles in the GPU, rough guess at timing.
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Doesn't actually do anything yet with the count, though.
2013-04-03 08:10:58 -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
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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
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
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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