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"
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(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.
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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.
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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.
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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