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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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
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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.
...
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
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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.
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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
Henrik Rydgård
96d5fdcabb
Merge pull request #1232 from cinaera/integerdraw
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Change texture even on clearmode
2013-04-09 01:42:56 -07:00
Unknown W. Brackets
957394258c
Block dlist execution while in virtual progress.
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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
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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
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
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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.
...
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
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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.
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Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets
376ad80d76
Implement sync signal in display lists.
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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().
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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.
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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
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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.
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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
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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
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
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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
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
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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.
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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
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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
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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.
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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
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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.
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(alternatively, could try setting through mode depth range to 65536..0)
2013-02-19 21:38:19 +01:00