Henrik Rydgård
4b019bfcbb
Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
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Sigh.
Also remove some logging.
2013-10-08 17:26:33 +02:00
Henrik Rydgård
0ecac31abd
Use glBindAttribLocation to simplify shader usage a little.
2013-10-08 17:18:59 +02:00
Henrik Rydgård
df29da0b13
GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading
2013-10-08 15:00:48 +02:00
Henrik Rydgård
2362640346
Merge pull request #4072 from raven02/patch-25
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GLES: Add GE_CMD_ZWRITEDISABLE to ZTEST section
2013-10-08 01:53:00 -07:00
Unknown W. Brackets
f1f526f8cd
Add some additional unknown cmds to reporting.
2013-10-08 00:34:17 -07:00
raven02
bf64df71f9
GLES: Add GE_CMD_ZWRITEDISABLE to ZTEST section
2013-10-08 09:29:51 +08:00
Henrik Rydgard
fc8aa7bd8f
Crashfix dumping display lists that start at the start of VRAM (seems to hit this in GTA).
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Add a couple of comments.
2013-10-07 22:58:46 +02:00
Henrik Rydgard
cd57e8a09d
Forgot that you should never walk arrays with member variables, throws off the MSVC optimizer (probably a pointer aliasing issue)
2013-10-07 21:35:22 +02:00
Henrik Rydgard
4751dd631c
Some more IndexGenerator optimization just for kicks
2013-10-07 21:13:52 +02:00
Henrik Rydgard
f645988b8f
More precision annotations in shader generators, other microoptimizations
2013-10-07 20:15:00 +02:00
Henrik Rydgard
af46d17b94
Optimize index generator
2013-10-07 20:15:00 +02:00
Henrik Rydgård
07cf92b3a9
Merge pull request #4066 from unknownbrackets/debugger
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GE debugger - fix some preview issues, softgpu stencil fix
2013-10-07 06:12:55 -07:00
Unknown W. Brackets
b9811c7c97
Use the slow way to get the softgpu texture.
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So that it actually shows what the softgpu is using.
2013-10-07 01:26:48 -07:00
Unknown W. Brackets
5c2d418d95
Read softgpu stencil using existing funcs.
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Slower but at least it's the same.
2013-10-07 01:02:58 -07:00
Unknown W. Brackets
b9453f82ca
Use the full alpha bits for stencil in softgpu.
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It works to increment and set the stencil, so it can't be high bits only.
2013-10-07 01:00:43 -07:00
Unknown W. Brackets
31171cc044
Grab the stencil buffer in softgpu debugging.
2013-10-07 00:50:15 -07:00
Unknown W. Brackets
a0d84d45cc
Flip the texture preview when it's a framebuffer.
2013-10-07 00:38:46 -07:00
Henrik Rydgård
8f7a9656c8
Merge pull request #4062 from unknownbrackets/debugger
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Show tabs for depth/stencil in ge debugger, other improvements
2013-10-06 23:59:54 -07:00
Unknown W. Brackets
ff0e9cf32d
Make it possible to flip flags in the ge debugger.
2013-10-06 22:17:56 -07:00
Unknown W. Brackets
3af88b1e4e
Show the stencil buffer properlyish in ge debugger.
2013-10-06 22:17:55 -07:00
Unknown W. Brackets
d49ad5f114
Use an accessor for depth/frame addresses.
2013-10-06 22:17:53 -07:00
Unknown W. Brackets
0c03dc2dec
Handle it better when viewing an invalid addr.
2013-10-06 22:17:52 -07:00
Unknown W. Brackets
a09119ba04
Correct savestates when dls had context saving.
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It was wrong, and also they were different between 64/32 bit.
2013-10-06 22:10:44 -07:00
Henrik Rydgård
92a2f2d0f0
Merge pull request #4049 from unknownbrackets/gpu-minor
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Skip bounding box when set to 0
2013-10-05 23:03:08 -07:00
Unknown W. Brackets
dcdf730407
Fix a possibly wrong framebuffer pointer.
2013-10-05 17:19:52 -07:00
Unknown W. Brackets
a5e9c3b10a
Get stencil/depth reading for ge debugger.
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Possibly works on NVIDIA only...
2013-10-05 17:19:17 -07:00
Unknown W. Brackets
32f2f045e4
Don't report a loadclut of 0.
2013-10-05 15:41:44 -07:00
Unknown W. Brackets
01c84caffc
Skip bounding box when set to 0.
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VectorTD does this, for example, and it seems innocent, just resetting all
cmds. Not sure what it should set the flag to, though.
2013-10-05 15:41:44 -07:00
Henrik Rydgård
fec5110dfc
Merge pull request #4045 from unknownbrackets/warnings
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Warning fixes
2013-10-05 13:31:34 -07:00
Unknown W. Brackets
eae6e87620
Simplify lighting clamping in softgpu.
2013-10-05 13:05:32 -07:00
Unknown W. Brackets
013e3f3be2
Add very basic and slow DXT decoding to softgpu.
2013-10-05 12:25:18 -07:00
Unknown W. Brackets
2eb10c3b3f
Add basic GetCurrentTexture() to softgpu.
2013-10-05 11:37:14 -07:00
Unknown W. Brackets
49bd553238
Avoid some shadowing warnings.
2013-10-05 11:13:39 -07:00
Sacha
424a24366c
Buildfix for Symbian.
2013-10-05 02:51:56 +10:00
Henrik Rydgard
bfd30886b7
Save a few GL calls per frame on Tegra using NV_draw_texture
2013-10-01 16:22:55 +02:00
raven02
90e77f8c30
Remove duplicate comment
2013-10-01 14:04:48 +08:00
raven02
7f3a3ccd6c
Projection mapping : Initialize z as 1.0f
2013-10-01 09:01:38 +08:00
Henrik Rydgård
6b3d78adfc
glDrawRangeElements seems to cause problems in monster hunter?
2013-09-30 13:22:17 +02:00
Henrik Rydgård
add0350b56
Merge pull request #3967 from raven02/patch-17
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Quick fix FF4 CC missing title text in framebuffer-to-memory mode
2013-09-30 03:39:47 -07:00
Henrik Rydgård
a95a1a914c
Merge pull request #3992 from unknownbrackets/savestates
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Add rewind functionality only (no UI)
2013-09-30 01:52:49 -07:00
Henrik Rydgard
f48e0af235
Better check for blendmode
2013-09-30 10:17:23 +02:00
Henrik Rydgard
e65d0b4791
Use EXT_blend_minmax when available. Minor tweaks.
2013-09-30 10:12:10 +02:00
Henrik Rydgård
5daa22f801
Merge pull request #3991 from unknownbrackets/dmac
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Implement sceDmacTryMemcpy(), improve sceDmacMemcpy()
2013-09-30 00:29:20 -07:00
Unknown W. Brackets
9e1e64d62e
Swap render targets when drawing spline/beziers.
2013-09-29 23:31:07 -07:00
Unknown W. Brackets
d7622869a9
Warning fix.
2013-09-29 20:28:19 -07:00
Unknown W. Brackets
74908f6b38
Add errors and rescheduling to sceDmac*.
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The functionality seems pretty straight-forward.
2013-09-29 16:51:49 -07:00
Unknown W. Brackets
506180fd07
Cut down texcache cap to 512.
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This will make textures rehash 4x more often if they seem to be static.
Previously, 2048 for a 30 fps game meant 69 seconds before it would notice
a change. This is really long for fonts that get missed sometimes.
This takes that down to 17.5 seconds. Still quite a while, but something
a normal person is much more likely to wait for.
Hopefulyl won't hurt performance much normally.
2013-09-29 15:26:56 -07:00
Unknown W. Brackets
f667d26814
Fix texcache rehash backoff.
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If a texture was reused (with other textures in between) several times per
frame, it would be rehashed more frequently than it should be.
Also tries to avoid rehashing several textures on the same frame if they
do not change.
2013-09-29 15:24:02 -07:00
Unknown W. Brackets
0aa263511d
Don't clear the GPU caches on savestate, just load.
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And maybe it's not even fully necessary on load...
2013-09-29 13:19:32 -07:00
Henrik Rydgard
99a7ff0973
Fix shader generation issue for desktop PowerVR chips - are there still such things???
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Seen in our automatic reports.
2013-09-29 11:17:12 +02:00
raven02
50de251aa2
Fix few crashes when vfb->fbo is null when using GE debugger
2013-09-29 13:03:36 +08:00
raven02
6c1017c45e
Render-to-texture : Remove no longer valid game list comments
2013-09-29 10:52:29 +08:00
Henrik Rydgard
a5d30d2f02
Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too...
2013-09-28 23:51:10 +02:00
Henrik Rydgård
5fba85d62b
Merge pull request #3787 from unknownbrackets/softgpu
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softgpu: Skip the stencil/depth tests in a clear
2013-09-28 13:25:35 -07:00
danyalzia
12d15bc13e
fix a clamping bug in pre-HD ATI/AMD drivers
2013-09-29 00:25:13 +05:00
danyalzia
1aa3c39f77
Do not read through PBOs
2013-09-29 00:17:19 +05:00
Unknown W. Brackets
e79781b1a3
softgpu: Skip the stencil/depth tests in a clear.
2013-09-28 12:15:07 -07:00
Henrik Rydgård
db27cdd138
Merge pull request #3947 from raven02/patch-14
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Fix missing minimap and title effect in Hexyz Force
2013-09-28 07:52:09 -07:00
Unknown W. Brackets
da1d700904
Attempt to support rendering depth/stencil.
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But no interface yet. I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
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Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets
81e71dd8d7
Add a way to get to the current texture as well.
2013-09-27 22:46:08 -07:00
Unknown W. Brackets
75f2995f25
Move some texture deindexing to GPU/Common/.
2013-09-27 22:46:07 -07:00
Unknown W. Brackets
b4b0b33f57
Move DXT decoding to GPU/Common/.
2013-09-27 22:46:06 -07:00
raven02
748ae6a3e7
Workaround fix issue #3912
2013-09-28 00:28:53 +08:00
raven02
8564d146c8
Rename roundTo255th to roundTo255thf
2013-09-28 00:06:18 +08:00
Henrik Rydgard
b10e2bce3c
Add FXAA antialiasing on non-mobile. Works best when render resolution = window size.
2013-09-26 12:41:59 +02:00
Henrik Rydgård
e7c01b8d32
Clang fixes (apple)
2013-09-25 18:50:09 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Henrik Rydgard
bd8cb4b02d
Start work on implementing bbox, add a comment with some thoughts..
2013-09-24 14:14:05 +02:00
Henrik Rydgard
424b4cbd5f
Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet)
2013-09-24 14:14:04 +02:00
Henrik Rydgard
2b66a850be
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
2013-09-24 11:14:49 +02:00
Unknown W. Brackets
bdfc8bf4b3
Mark texture as maybe changed when running lists.
2013-09-23 23:17:56 -07:00
Unknown W. Brackets
4c3b3484d7
Actually apply the restored gstate.
2013-09-23 23:17:36 -07:00
Henrik Rydgard
ff8c6ba225
Optimize real splines. Still not active.
2013-09-23 23:02:31 +02:00
Henrik Rydgard
9dc9c89918
Possible fix to bezier texture coordinate problem reported by CPkmn
2013-09-23 22:02:58 +02:00
Henrik Rydgard
bdbf6c5237
Enable (hopefully) correct beziers. Add full spline tesselation from JPCSP, disabled
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Disabled real splines as it's way too slow, needs a complete rewrite. But works, except
for normal generation.
2013-09-23 20:29:34 +02:00
Unknown W. Brackets
f89ba75c38
Flag the texture on format/swizzle change.
2013-09-23 08:08:06 -07:00
Henrik Rydgard
171fe00383
More work on spline/bezier tesselation. Disabled for now, there are still issues.
2013-09-23 15:55:53 +02:00
raven02
e1f63f2e6d
Set gstate_c.textureChanged = true; and | FLAG_EXECUTE for GE_CMD_TEXWRAP
2013-09-23 20:49:24 +08:00
Unknown W. Brackets
6a313ac204
Support flipped and not flipped buffers.
2013-09-22 22:37:37 -07:00
Unknown W. Brackets
4bc912c6db
Detect tricks with depthbuffers and report them.
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Tons of games share framebuffers though, but data is good...
2013-09-22 21:48:03 -07:00
Unknown W. Brackets
38a4f2112d
More carefully log unknown GE commands.
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Need FLAG_EXECUTE or they won't log, we were only getting the
ReapplyGfxState() ones before. Let's skip 0 to not log those as well.
2013-09-22 21:01:53 -07:00
Unknown W. Brackets
6073317591
Support render res. above 1x in ge debugger.
2013-09-22 20:14:31 -07:00
Unknown W. Brackets
6af44910c1
Add an interface to return the current framebuffer.
2013-09-22 19:03:31 -07:00
Unknown W. Brackets
3787471791
Add some initial methods to GPUDebugInterface.
2013-09-22 10:22:33 -07:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
raven02
4bda275acd
Try another attempt for reading framebuffer to memory and code cleanup
2013-09-22 17:03:39 +08:00
Henrik Rydgard
0c873fb1c3
Spline/Bezier: Fix UV generation issue.
2013-09-22 10:51:11 +02:00
raven02
ddd5b26e61
Buildfix
2013-09-22 16:37:22 +08:00
Henrik Rydgård
f6ca0bd90c
Merge pull request #3849 from raven02/patch-21
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Add reporting for unsupported GE commands (BJUMP/BOUNDINGBOX)
2013-09-22 01:32:33 -07:00
Henrik Rydgard
3e96b624a2
Bezier/Spline: Don't generate UVs if UVs are already specified in the control points
2013-09-22 10:21:15 +02:00
raven02
aa38dc238d
Merge remote-tracking branch 'upstream/master' into patch-21
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Conflicts:
GPU/GLES/GLES_GPU.cpp
2013-09-22 16:08:44 +08:00
Henrik Rydgard
5fcc96828a
Actually generate those poor-quality normals on splines and beziers
2013-09-22 10:01:46 +02:00
raven02
67b7ed53c7
Log which GE command get called
2013-09-22 15:55:53 +08:00
Henrik Rydgard
d7ae3f88a1
Do Beziers more correctly (although still not tesselating properly).
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Snow now visible in SSX.
2013-09-22 09:52:46 +02:00
Unknown W. Brackets
2e2fa53201
Preseve offsetAddr on stall, instead of reset to 0.
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Only for new lists is it reset to 0, afaict.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
881cefbc83
A paused list will allow a context save.
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Just not stall, drawing, etc.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
e10ae1530b
Error and reporting for sceGeBreak's second param.
2013-09-21 21:01:40 -07:00
Unknown W. Brackets
6ffbf3964a
Use the right vertex/index addr in NullGpu.
2013-09-21 18:56:26 -07:00
Unknown W. Brackets
e9db63f61d
Refuse to dequeue a running/completed list.
2013-09-21 15:03:30 -07:00