Unknown W. Brackets
c3839a53e5
Fix some minor warnings.
2013-09-07 22:40:08 -07:00
Unknown W. Brackets
bbf714c361
Provide for GPU init failure, kill a warning.
2013-09-07 22:30:30 -07:00
Unknown W. Brackets
ca1168df3c
Enable the G3D log on Windows by default.
2013-09-07 13:43:07 -07:00
Unknown W. Brackets
08b41df6a2
Change a few more log types.
2013-09-07 13:31:14 -07:00
Henrik Rydgard
8c88dff5a4
More log categories, use them (and existing ones). Improve log config.
2013-09-07 22:02:55 +02:00
Henrik Rydgård
f5bb0b1640
Merge pull request #3667 from raven02/patch-18
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Make it invalid for subarea texture
2013-09-07 10:47:11 -07:00
Henrik Rydgard
78d3ee3d6a
Misc cleanup, mostly logging code
2013-09-07 13:01:19 +02:00
raven02
b932f908d3
Make it invalid for subarea texture
2013-09-07 18:48:10 +08:00
Henrik Rydgård
8db3213ca2
Merge pull request #3666 from unknownbrackets/gpu-minor2
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Don't ignore the low bits of the framebuf pointer
2013-09-07 02:10:25 -07:00
Unknown W. Brackets
2e8b475789
Don't ignore the low bits of the framebuf pointer.
2013-09-07 02:01:01 -07:00
Unknown W. Brackets
37c7b1a5c1
Check texture format changes even for renders.
2013-09-06 23:40:23 -07:00
Unknown W. Brackets
f1eb152913
Revert "Delete wrong format framebuffers instead."
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This reverts commit b56c9e5533
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It was slowing down Kingdom Hearts a lot in certain areas.
2013-09-06 23:35:10 -07:00
Unknown W. Brackets
b56c9e5533
Delete wrong format framebuffers instead.
2013-09-06 11:02:33 -07:00
Unknown W. Brackets
69e4b3487b
Reuse framebuffers on format change.
2013-09-06 10:56:43 -07:00
raven02
a59c058bba
Apply GL_QCOM_binning_control if available
2013-09-05 16:37:17 +08:00
Henrik Rydgård
20f6e4b0de
Merge pull request #3640 from raven02/patch-12
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Fix issue #2758 Tactics Ogre: Map flickering
2013-09-05 01:22:02 -07:00
Unknown W. Brackets
f5375b794b
Fix dumb missing nullcheck.
2013-09-05 01:17:37 -07:00
raven02
59599a62d3
Build fix
2013-09-05 16:00:11 +08:00
raven02
7f5b87361e
Fix issue #2758 Tactics Ogre: Map flickering
2013-09-05 15:07:48 +08:00
raven02
e834b1b80d
Use GEComparison for getDepthTestFunction()
2013-09-05 13:59:09 +08:00
raven02
557b721a87
Change to gstate.getDepthTestFunction()
2013-09-05 13:57:12 +08:00
Henrik Rydgard
b054f1d6e0
Revert "Add depthTest along with stencilTest since depth Fail/ZPass test used ."
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This reverts commit 6624bb8100
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2013-09-04 13:31:58 +02:00
raven02
4866a992ec
Break if vertex count = 0
2013-09-04 17:14:49 +08:00
raven02
bf5741a1f4
Continue previous prim command when it was a STRIP or FAN
2013-09-04 17:12:53 +08:00
Henrik Rydgård
159e366a16
Merge pull request #3610 from raven02/patch-9
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TRXKICK : Add memory valid check for srcBasePtr & dstBasePtr
2013-09-04 02:00:56 -07:00
raven02
e0a9d8e1a6
Add BlockTransfer: to ERROR_LOG_REPORT
2013-09-04 16:58:52 +08:00
raven02
5e3b175045
Reformat and use enum for GETextureFiltering
2013-09-04 16:54:25 +08:00
raven02
06feb621df
Add memory check for srcBasePtr & dstBasePtr
2013-09-04 16:38:39 +08:00
raven02
67cdf87fc0
Cleanup and add GE_PATCHPRIM_UNKNOWN=3
2013-09-04 16:10:52 +08:00
raven02
6624bb8100
Add depthTest along with stencilTest since depth Fail/ZPass test used .
2013-09-03 21:26:06 +08:00
Unknown W. Brackets
2006bdc6a3
Fix negative texel wrapping in softgpu.
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No longer crashes in Jeanne d'Arc, still looks awful.
Also faster on x64 at least.
2013-09-02 21:29:19 -07:00
Henrik Rydgard
9dcd67fc31
Pass the new sha1/md5 test.
2013-09-03 00:36:55 +02:00
raven02
b523c74686
Minor fix the ERROR_LOG_REPORT_ONCE in ReadColor1()
2013-09-02 19:39:26 +08:00
raven02
0bc3fd58d2
Use gstate.getNumBoneWeights()
2013-09-02 17:19:15 +08:00
raven02
ebcccdbb6f
Add DEC_U8A_2
2013-09-02 14:47:15 +08:00
Henrik Rydgård
63e4b1542f
Merge pull request #3554 from unknownbrackets/ge-minor
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Don't trash a list the GE interrupt handler needs
2013-09-01 15:08:18 -07:00
Henrik Rydgård
f349efbe14
Merge pull request #3549 from raven02/patch-35
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Render-to-texture : Add affected game list as reference
2013-09-01 15:06:47 -07:00
Henrik Rydgård
2a04c36d03
Merge pull request #3541 from raven02/patch-34
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Better Bezier Patch fix
2013-09-01 15:03:58 -07:00
Unknown W. Brackets
b5304cce57
Consider all framebuffers before settling.
2013-09-01 14:46:08 -07:00
Unknown W. Brackets
8998a1b303
Don't trash a list the GE interrupt handler needs.
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Even after it's marked COMPLETED, the CPU needs it to start and finish the
interrupt. Fixes #2956 , where an existing completed list was not having
its interrupt run correctly.
2013-09-01 12:39:45 -07:00
Unknown W. Brackets
0e6f58853a
Try to use the most recently rendered fb.
2013-09-01 11:55:03 -07:00
Unknown W. Brackets
b1ca06dff0
Keep track of fbs so there's no lag texturing.
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Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets
ac56a7ee65
Keep framebuffer sources alive.
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Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets
49902ed4dc
Factor out texture from framebuffer.
2013-09-01 11:40:35 -07:00
Unknown W. Brackets
81baa3b540
Properly handle invalid attachments.
2013-09-01 11:31:09 -07:00
raven02
04f6e309a9
Render-to-texture : Add affected game list as reference
2013-09-01 20:54:36 +08:00
Unknown W. Brackets
0e82ecca86
Fix lighting when lightpos and spec coef are 0.
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Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it. Not well tested on Android.
Fixes #2424 .
2013-09-01 03:11:02 -07:00
raven02
df045e418c
Better Bezier patch fix
2013-09-01 16:30:32 +08:00
Unknown W. Brackets
8d16b76c15
Add some reporting to the software GPU.
2013-09-01 01:15:07 -07:00
Unknown W. Brackets
7349de55d1
Fix some initialization/sprintf warnings.
2013-09-01 01:15:07 -07:00