Commit Graph

547 Commits

Author SHA1 Message Date
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