Henrik Rydgard
7a7548a70f
Warning fixes etc
2012-11-28 16:20:38 +01:00
Henrik Rydgard
5fb8e6dfb0
DXT textures now mostly working-ish (work left to do on alpha for DXT3/5)
2012-11-28 16:12:29 +01:00
Henrik Rydgard
6ff2964170
Fix mistake in gpu signals, add more logging
2012-11-28 14:01:28 +01:00
Henrik Rydgard
980d13fe50
Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
2012-11-28 13:45:22 +01:00
Henrik Rydgard
a74af8f372
Some new NIDs, log fix, very minor bugfix.
2012-11-27 11:40:30 +01:00
Henrik Rydgard
2822ce2737
Temporarily disable most of the viewport code as it broke some games. Kept the flip detection.
2012-11-26 20:38:26 +01:00
Henrik Rydgard
d8c92caad9
Safer matrix loading. Change default G3D log level from Notice to Error.
2012-11-26 18:04:34 +01:00
Henrik Rydgard
870ea6628b
Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
2012-11-26 17:35:08 +01:00
Sacha
b76152d88a
Use gl_common from native.
2012-11-26 20:38:39 +10:00
Henrik Rydgard
ec55fac3cd
Float TC coordinates apparently work in through mode. Add one more special case for blending.
2012-11-26 11:34:23 +01:00
Sacha
5019462317
iOS Support
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Preliminary iOS support using new framework.
2012-11-26 14:06:35 +10:00
Sacha
3c903dda24
Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
2012-11-26 13:25:14 +10:00
Henrik Rydgard
1a7ca88df4
Fix some black textures
2012-11-26 01:21:14 +01:00
Florent Castelli
fd76b2bb15
Fix ordering in gpu state struct
2012-11-25 18:15:30 +01:00
Henrik Rydgard
c0075d8322
Special case for GL_ZERO blend factor too. Don't log on "sync".
2012-11-25 17:48:05 +01:00
Florent Castelli
2f39496ec5
Use ambient material color when no color in the vertex
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Fixes color in celshading demo
2012-11-25 17:45:50 +01:00
Henrik Rydgard
4b67f22072
Fixes to usage of gl state stuff
2012-11-25 17:21:23 +01:00
Henrik Rydgard
d0f829353d
Support FIXA and FIXB blend factors as well as possible.
2012-11-25 15:49:37 +01:00
Henrik Rydgård
fc453c979f
MacOSX buildfix. Doesn't run right yet though.
2012-11-25 12:25:07 +01:00
Florent Castelli
4143801891
Handle depth range (zmin, zmax) in a hackish way
2012-11-25 00:15:21 +01:00
Unknown W. Brackets
8971ff7e99
Don't log texture cache evictions.
2012-11-24 11:00:29 -08:00
Unknown W. Brackets
11868f26a9
Cache textures based on more parameters.
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This makes Tales of Eternia run much faster.
2012-11-24 10:58:10 -08:00
Unknown W. Brackets
8e09869ac2
Invalidate the texcache without restarting loop.
2012-11-24 10:43:16 -08:00
Florent Castelli
56175bc505
Defer blend, cull and depth test changes to draw command
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Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
b964516669
Fix clear mode, turn Alpha Test back on
2012-11-23 12:43:31 +01:00
Henrik Rydgard
e92e919926
Fix problems with additive blending, fix color doubling.
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Greatly improves MotoGP among others.
2012-11-23 01:26:12 +01:00
Henrik Rydgard
d141d205f8
Delete old textures, to prevent memory usage from growing indefinitely.
2012-11-22 23:07:15 +01:00
Henrik Rydgard
02a94e52ee
Do GPU ram<->vram block transfers. Could be smart enough to clear textures from cache but isn't yet.
2012-11-22 20:57:41 +01:00
Henrik Rydgard
8f33837de9
Bug fixing mtv/mfv, add comment
2012-11-22 20:14:24 +01:00
Henrik Rydgård
2a56d36b12
glViewport calls need to be in pixel coordinates.
2012-11-20 16:48:24 +01:00
Henrik Rydgard
4b87da74cb
windows gui option for buffered rendering. Misc fixes, prettier checkbox on android.
2012-11-20 11:35:48 +01:00
Henrik Rydgard
f378f959e1
Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices.
2012-11-20 10:59:23 +01:00
Henrik Rydgard
8a6d151df5
ALPHA_TEST doesn't exist on OpenGL ES 2.0
2012-11-20 00:35:14 +01:00
Henrik Rydgard
ee32db47b9
Assorted FBO fixes
2012-11-20 00:31:19 +01:00
Henrik Rydgard
4a49b8ee36
Workaround for motogp setting a bogus framebuffer address.
2012-11-19 23:53:38 +01:00
Henrik Rydgard
8b67975a47
GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others.
2012-11-19 23:29:14 +01:00
Henrik Rydgard
91e1cce17e
Some reorg in preparation for FBO work
2012-11-19 21:23:29 +01:00
Henrik Rydgard
d572d40c36
More warning fixing
2012-11-18 23:35:02 +01:00
Henrik Rydgard
fa05713456
misc cleanup
2012-11-18 23:14:50 +01:00
Henrik Rydgard
9ec858a64d
Bugfix an 8-bit indexed texture format
2012-11-18 18:47:29 +01:00
Henrik Rydgard
75412b064b
Implement sceUtilityMsgDialog
2012-11-18 17:51:14 +01:00
Henrik Rydgard
5596b98529
Get rid of opengl include from sceDisplay.cpp
2012-11-18 13:14:22 +01:00
Henrik Rydgard
e37a1fb1d3
Add internal 2D drawing library that goes through the Ge emulation for portability.
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To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00
Henrik Rydgard
a6eb25b58c
Disable blend on clear mode
2012-11-18 02:48:15 +01:00
Henrik Rydgard
423bba5d8d
Some optimization and minor fixes
2012-11-17 15:06:10 +01:00
Henrik Rydgard
ba171c8360
Fix scaling for 16-bit UVs
2012-11-16 17:19:28 +01:00
Henrik Rydgard
4c1ae9e81c
Do indexed draws properly with glDrawElements where possible. Fix sprite culling issue (winding order).
2012-11-16 16:43:16 +01:00
Henrik Rydgard
7c9107030d
Speed up T&L by only transforming/lighting each vertex once, for indexed draws
2012-11-16 16:19:37 +01:00
Henrik Rydgard
e627e1aeb2
Culling and decode fixes.
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Road is visible in MotoGP
2012-11-16 15:35:41 +01:00
Henrik Rydgard
e5c6cf965b
Fixes and optimizations to vertex decoding and lighting.
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Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00