Commit Graph

719 Commits

Author SHA1 Message Date
Unknown W. Brackets
5d978fc626 Fix second texture cache key, duh. 2013-04-24 01:52:37 -07:00
Unknown W. Brackets
fd34a2e74d More aggressively decimate the second texcache. 2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5bdf91ea43 Use a secondary texture cache for hash failures.
Animation is pretty common in 2D games, keep it cached.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
223bb6795a Don't rehash a non-matching texture. 2013-04-24 01:52:36 -07:00
Unknown W. Brackets
e2a9813d82 Basic mechanics for a secondary texcache, cleanup.
No need to set these values upon resuse.
2013-04-24 01:52:35 -07:00
Unknown W. Brackets
6be092b4de Make sure to print all GE command data in disasm.
Even if part of it shouldn't be used, if it is, that may be important.
2013-04-23 08:08:11 -07:00
Unknown W. Brackets
4075295327 Show more vertex type info in the GE frame dump. 2013-04-23 07:00:37 -07:00
Unknown W. Brackets
9208f6389d Avoid calling time_update in GE w/o debug stats.
Just wastes time, especially if the game hammers sceGeListUpdateStallAddr,
which many games do.
2013-04-22 22:04:27 -07:00
Unknown W. Brackets
85a23dac63 Avoid framebuffer lookups for repeated prims.
There are usually many prims per framebuffer.  This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
Unknown W. Brackets
b84dadfd3a Add NOP to GE disasm. 2013-04-22 22:04:26 -07:00
Unknown W. Brackets
bf808064b2 Add a function to pretty-print vertex type.
For easier debugging.
2013-04-22 22:04:26 -07:00
Henrik Rydgard
5f1ed03165 Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
This reverts commit a265569928, reversing
changes made to 06999ae649.
2013-04-21 21:09:02 +02:00
Henrik Rydgard
e877821cca Turn off the single-strip optimization for software transform as it doesn't work yet. 2013-04-21 19:32:57 +02:00
Henrik Rydgard
628c223234 GPUCommon: Get rid of prev variable. 2013-04-21 19:32:56 +02:00
Unknown W. Brackets
b54eb41041 Don't signal again if a PAUSE handler unstalls.
Basically, if the handler calls sceGeListUpdateStallAddr(), and it hits
a finish (which it might), before we were triggering another PAUSE.

THat's wrong, it should just be a FINISH as usual.
2013-04-20 20:15:47 -07:00
Henrik Rydgard
dd0088e6b8 Fix strange offset of skinned meshes in HW transform (helmet outside body etc) 2013-04-20 23:37:07 +02:00
Henrik Rydgard
b52d21bd4a Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices. 2013-04-20 23:37:07 +02:00
Henrik Rydgard
70bb4e1c85 Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
raven02
4a8d3c331a Consolidate DIRTY_MATAMBIENTALPHA/DIRTY_MATSPECULAR 2013-04-20 22:46:25 +08:00
BeaR
191199a8d0 Fix vertex shader compilation 2013-04-18 19:34:24 +02:00
BeaR
de7c1ef327 Correct ambient light 2013-04-18 17:36:20 +02:00
BeaR
9027e5018b Handle zero-length vectors when normalizing 2013-04-18 17:36:20 +02:00
Henrik Rydgard
42e4dc897e Add most Japanese kanji, the brute force way.
Hope everything supports 2048x2048 textures.
2013-04-18 14:59:00 +02:00
Henrik Rydgard
c04ce5a64e Implement projective texture mapping. It's not used a great deal but good to have. 2013-04-17 21:41:47 +02:00
Henrik Rydgard
b12fc6e7aa UTF8-enable PPGE and add hiragana and katakana, let's see if this is enough. 2013-04-17 20:51:02 +02:00
Unknown W. Brackets
7b6f7abf42 Swap buffers after unswizzling, it's faster. 2013-04-17 01:07:00 -07:00
Unknown W. Brackets
4e4861a104 Optimize common cases for unswizzled indexed tex. 2013-04-16 23:36:56 -07:00
Unknown W. Brackets
8d55445b28 Optimize texture unswizzling by walking pointers.
Also fix rowWidth = 1, there's no way that was correct, it wasn't even
increasing the address it was reading from.
2013-04-16 23:36:55 -07:00
Henrik Rydgard
382e1df04c Merge branch 'shader' of https://github.com/cinaera/ppsspp into cinaera-shader 2013-04-16 21:31:14 +02:00
Henrik Rydgard
98daf18d56 Add skeleton code for Windows multitouch, to be filled in by someone who can test :P 2013-04-16 21:14:46 +02:00
BeaR
8cc3f01b7b Use correct state for lmode 2013-04-16 19:22:18 +02:00
BeaR
c9daf8df7b Cleanup and fix vertex shader 2013-04-16 19:01:18 +02:00
Unknown W. Brackets
f86e01707f Use a struct for the GE stack entries, cleaner. 2013-04-15 23:06:56 -07:00
Unknown W. Brackets
7b184602df Remember the GE offset in the stack on call/ret. 2013-04-15 22:20:49 -07:00
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
Henrik Rydgard
cbbc4e2c9e Reset gstate_c.offsetAddr on RET. Fixes some "CALL to illegal address"
(as seen in Flatout for example).
2013-04-15 22:24:30 +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
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.
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
Unknown W. Brackets
e45bd32c61 Fix incorrect GPU timing with signal jumps. 2013-04-12 08:57:30 -07:00
Henrik Rydgård
7e657e8f78 Merge pull request #1261 from unknownbrackets/fbo-flicker
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.
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.
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
Henrik Rydgård
be5af6831e Merge pull request #1235 from unknownbrackets/texcache
Allocate the temp texcache buffers dynamically
2013-04-09 04:10:55 -07:00
Unknown W. Brackets
6cbd1b5205 Fix typo, add back state to savestate. 2013-04-09 02:18:09 -07:00
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.
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
Henrik Rydgård
96d5fdcabb Merge pull request #1232 from cinaera/integerdraw
Change texture even on clearmode
2013-04-09 01:42:56 -07:00
Unknown W. Brackets
957394258c Block dlist execution while in virtual progress.
Fixes #1224.

Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
2013-04-09 00:56:50 -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
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
Unknown W. Brackets
2b4ec12aa9 Buildfix for iOS. Fixes #1220. 2013-04-08 07:41:09 -07:00
Henrik Rydgård
aa33c4efcc Merge pull request #1217 from unknownbrackets/fbo-flicker
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.
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.
This makes  Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00
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
raven02
8280d6e9ae Add glstate.dither.enable() 2013-03-26 14:50:37 +08:00
raven02
68faecd87c minor cleanup only 2013-03-25 22:57:40 +08:00
raven02
51fdd2a665 Enable ColorTest 2013-03-25 22:36:56 +08:00
Unknown W. Brackets
afbde31b42 Add some OpenGL related reporting errors. 2013-03-24 09:45:43 -07:00
raven02
f4fc0112c8 int sign match for gstate_c.curRTWidth/gstate_c.curRTHeight 2013-03-24 21:25:38 +08:00
Henrik Rydgard
055a11cbdb Don't forget to free the vertex decoders.. 2013-03-24 12:31:00 +01:00
Henrik Rydgard
d96c588288 Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones. 2013-03-24 12:28:42 +01:00
Henrik Rydgard
2351efc584 Cleanup IndexGenerator 2013-03-24 11:36:56 +01:00
raven02
81fe409748 Better match SW mode with HW one 2013-03-24 17:34:30 +08:00
Henrik Rydgard
57e82619ca Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup. 2013-03-24 01:13:02 +01:00
Henrik Rydgard
38e7a9ed42 Fix bug in SW Transform where no UV would be generated if there was none in the vertices. 2013-03-23 14:30:55 +01:00
Henrik Rydgard
b4977610cc Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue. 2013-03-23 13:12:52 +01:00
Henrik Rydgard
d5035e80e4 Merge branch 'patch-10' of https://github.com/raven02/ppsspp into raven02-patch-10
Conflicts:
	GPU/GLES/TransformPipeline.cpp
2013-03-22 20:34:49 +01:00
Henrik Rydgard
41b862c689 warning fixes 2013-03-22 19:59:16 +01:00
raven02
9c79814c0a Remove disabled_ variable entirely 2013-03-22 23:58:13 +08:00
raven02
76ecaaff5f Put Vec3 norm and bool hasNormal in better place 2013-03-22 22:58:37 +08:00
raven02
4809be7786 Fix missing/wrong color screen in Last Ranker/Digimon.World.Re.Digitize/Saint Seiya Omega 2013-03-22 22:03:05 +08:00
raven02
153bb28f81 Add hasNormal 2013-03-22 21:45:59 +08:00
raven02
3f0d8cba83 Fix black screen issue in SW T&L 2013-03-22 20:54:46 +08:00
raven02
6429707d4e Fix MotoGP broken in buffered mode 2013-03-18 23:04:17 +08:00
raven02
ada37f06cb spacing fix 2013-03-16 21:37:56 +08:00
raven02
0b6a762c1b Typo 2013-03-16 21:05:41 +08:00
raven02
49befb3d41 Flip in throughmode for HW T&L 2013-03-16 20:35:51 +08:00
raven02
10e8dc2693 Flip in throughmode for SW T&L 2013-03-16 20:34:49 +08:00
Henrik Rydgard
46b2e15945 Set _CRT_SECURE_NO_WARNINGS 2013-03-16 09:17:39 +01:00
Henrik Rydgard
f67743b769 Fix scissor rectangle being one pixel too small. 2013-03-16 08:54:39 +01:00
Henrik Rydgard
b1108f3290 Respect the size of the current FBO when drawing. Some cleanup. 2013-03-16 00:40:37 +01:00
Henrik Rydgard
13c2905f05 Buildfix (typo) 2013-03-15 23:24:13 +01:00
Henrik Rydgard
c8379e3db5 Allow display addresses within RAM, draw the pixels at end of frame. 2013-03-15 22:50:35 +01:00
Henrik Rydgard
cf458dba60 gpu: Add support for scissor rectangle 2013-03-15 22:24:16 +01:00
Henrik Rydgard
bef3ef7fac Fix aspect ratio in unbuffered mode 2013-03-15 21:22:17 +01:00
Henrik Rydgard
1f5b6b7f59 Logging changes and cleanup 2013-03-15 21:01:57 +01:00
Henrik Rydgard
363522fdab gpu: unbind stuff that might get deleted 2013-03-11 22:22:22 +01:00
Henrik Rydgard
724a7c8c93 Revert latest fliptexture hack. This seems to work better. 2013-03-11 20:26:47 +01:00
Henrik Rydgard
de469e77a4 Fix silly typo breaking alpha test in many cases. Make some log VERBOSE. 2013-03-11 19:40:47 +01:00
Henrik Rydgard
14b35c8d2d Turning off alpha test on GREATER than 0 and LESS than 255 wasn't safe. Only GEQUAL and LEQUAL, duh! 2013-03-11 19:29:13 +01:00
Henrik Rydgard
1732d40da9 Make sure to zero-initialize vfb->fbo if buffered rendering off. 2013-03-11 18:51:46 +01:00
Henrik Rydgard
ac47d74d7b Remove obviously useless alpha tests. May help speed on mobile GPUs a little. 2013-03-11 18:43:36 +01:00
Henrik Rydgard
3727d1837d Safety check to prevent a crash in Wipeout on Android. However, something is broken if we get here. 2013-03-11 18:24:29 +01:00
Sacha
e916af3755 Revert pull 910, fix for numerous games, frameskip 2013-03-11 12:02:31 +10:00
Henrik Rydgard
654620cb66 Adreno doesn't like negations when using discard, apparently.. 2013-03-10 16:01:00 +01:00
raven02
9468c00f31 Add thoughmode for fliptexture 2013-03-10 21:13:23 +08:00
raven02
b18ee61676 Always clear since vbo is first created 2013-03-09 21:56:32 +08:00
raven02
dca1d4fb1d Bit clean up the SetRenderFrameBuffer() 2013-03-09 13:46:11 +08:00
Unknown W. Brackets
d75657e6b2 Re-enable the flicker hack for Dissidia, etc.
This is still needed for several games, including at least Dissidia,
Echochrome, and Final Fantasy Tactics.

This reverts commit 8eedc89ad7.
2013-03-08 10:37:33 -08:00
raven02
5da0897fe3 Fix black screen in non-buffered rendering mode 2013-03-08 22:51:04 +08:00
raven02
ec6e45e3bd Use GL_TRUE for glstate.colorMask.set 2013-03-08 22:13:40 +08:00
raven02
8eedc89ad7 Remove frame hack for flickering issue 2013-03-08 19:29:17 +08:00
Henrik Rydgard
d4603136f0 Minor stuff: Fake-implement sceKernelReferThreadProfiler, make sure GPU frame dump logging gets output by not sending it to G3D. 2013-03-04 22:15:39 +01:00
Henrik Rydgard
fcfea6343a Add some lowp annotations to the vertex shader 2013-03-03 23:57:29 +01:00
Henrik Rydgard
4474adee1d Fix frameskip + unbuffered 2013-03-03 13:21:06 +01:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02
b862841dd4 Put PPGeDraw into CalculateFPS() and add enableColorDoubling alias 2013-03-03 15:33:03 +08:00
Unknown W. Brackets
f2b3d6fb50 Buildfix, should be in GLES. 2013-03-02 13:17:04 -08:00
Henrik Rydgard
516ca8a0c4 Merge branch 'master' into armjit-fpu
Conflicts:
	Core/MIPS/ARM/ArmJit.h
	Core/MIPS/x86/CompVFPU.cpp
	GPU/GLES/Framebuffer.cpp
2013-02-28 23:56:28 +01:00
raven02
e15df27c4a New isAlphaBlendEnabled() & isDitherEnabled() 2013-02-27 22:37:17 +08:00
raven02
ecb4de09a6 Put ditherenable & alphaBlendEnable as function 2013-02-27 22:36:09 +08:00
Unknown W. Brackets
347eb253dc Oops, will crash if we remove the end? 2013-02-25 14:04:47 -08:00
raven02
b36782a064 Fix shadow abormal in FF Type-0 2013-02-26 00:41:37 +08:00
raven02
65e6b90f7c Add DirtyUniform(DIRTY_COLORMASK) 2013-02-25 05:59:53 +08:00
raven02
d99ca71a47 Add u_colormask and use it in enableColorTest 2013-02-25 05:45:35 +08:00
Unknown W. Brackets
de7ada1982 Fix some x64 type warnings. 2013-02-24 10:39:06 -08:00
Unknown W. Brackets
64c42ffaf2 Fix some warnings generated by clang. 2013-02-24 10:23:31 -08:00
Henrik Rydgård
a680bed1d2 Merge pull request #778 from raven02/patch-2
Fix characters disappearance in Saint Seiya Omega
2013-02-24 02:14:09 -08:00
raven02
24debfd259 Add !(gstate.zmsk & 1); to depthMask and remove duplicate GE_CMD_MATERIALUPDATE (exists in line69) 2013-02-24 17:50:05 +08:00
Unknown W. Brackets
65467bae1f Flush on any clutaddr change, even just upper.
Fixes ClaDun black boxes, wrong colors in game.
2013-02-23 23:25:32 -08:00
raven02
5105c6cd93 Add glstate.stencilTest.disable(); 2013-02-24 02:44:52 +08:00
raven02
6b22266a00 Add glstate.depthTest.disable(); 2013-02-24 02:18:18 +08:00
raven02
b1db09b84f Add missing glClearColor(0,0,0,1); 2013-02-24 02:17:16 +08:00
raven02
cee27a9db6 Group GE_CMD_CLUTFORMAT 2013-02-24 02:05:06 +08:00
raven02
8e550d9578 Set float for glstate.depthRange.set(0.0f, 1.0f) 2013-02-23 23:26:58 +08:00
raven02
689da2c577 Add glClearColor(0,0,0,1); 2013-02-23 18:22:55 +08:00
raven02
dd90e93403 glClearColor(0,0,0,1); 2013-02-23 16:23:24 +08:00
Henrik Rydgard
94bb98d477 Enable color and depth buffer write before clearing. 2013-02-22 22:15:42 +01:00
Henrik Rydgard
44e2a69258 gpu: Clean up "Clear" mode handling. 2013-02-21 21:52:12 +01:00
Henrik Rydgard
28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Henrik Rydgard
7995d1418c Safer float->u16 cast. 2013-02-21 19:10:30 +01:00
Henrik Rydgård
d9e1faa9c4 Merge pull request #748 from raven02/hw-fix
Fix texture stretched vertically in HW T&L
2013-02-20 14:56:20 -08:00
Henrik Rydgard
690ebb2e58 Proper fix for the annoying through-mode depth issues. 2013-02-20 22:49:41 +01:00
raven02
d3413681e5 Fix texture stretched vertically in HW T&L 2013-02-20 20:32:18 +08:00
Henrik Rydgard
eb130db387 Fix sign of depth in "Through" projection matrix. Thanks xele02. Fixes ToE, Dissidia, etc. 2013-02-20 00:13:18 +01:00
Henrik Rydgard
67272ec271 Scale Z to 0...1 in through mode.
(alternatively, could try setting through mode depth range to 65536..0)
2013-02-19 21:38:19 +01:00