Commit Graph

547 Commits

Author SHA1 Message Date
Henrik Rydgard
4773f20fad Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
Henrik Rydgard
d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Henrik Rydgard
8b180513cb Assorted GPU cleanup/fixing (fbo, vbo draw type) 2013-01-26 21:39:36 +01:00
Unknown W. Brackets
6e403be006 Skip a double map lookup.
Profiler says this was taking extra time.  Only saves 0.23%.
2013-01-26 11:36:45 -08:00
Henrik Rydgard
0930b5b587 Typo + warning fix 2013-01-25 19:08:28 +01:00
Henrik Rydgard
8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard
7a5aa60b3a Disasm GE_CMD_REVERSENORMAL 2013-01-25 18:29:13 +01:00
raven02
104dfcb6e4 Fix too dark issue in-game 2013-01-25 21:15:56 +08:00
Unknown W. Brackets
81225e0f09 Fix flicker caused by using the wrong fbo. 2013-01-24 21:36:28 -08:00
Henrik Rydgard
b1bbbc44fc Add enable/disable dithering. Respect chosen framebuffer color depth. 2013-01-23 23:04:09 +01:00
Henrik Rydgard
a7bc2ea120 Clearing FBOs on bind was a bit too aggressive an optimization. 2013-01-23 08:31:29 +01:00
Henrik Rydgard
dbdd461a53 Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
2013-01-22 22:27:03 +01:00
Henrik Rydgard
e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Henrik Rydgard
14d26141a5 TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range. 2013-01-22 22:03:39 +01:00
Henrik Rydgard
b30ab91379 GCC fix 2013-01-21 19:19:41 +01:00
Henrik Rydgard
2f0cf82f72 Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +01:00
Xele02
77af8f4727 Change cast which break build on linux 2013-01-21 01:25:48 +01:00
Henrik Rydgard
784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00
Henrik Rydgard
3b8ea62b05 Cannot cache vertices when morph is enabled. 2013-01-20 22:48:29 +01:00
Henrik Rydgard
e15b580df6 Avoid using an element buffer in more cases. 2013-01-20 22:42:38 +01:00
Henrik Rydgard
d9c9a9102a Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
2013-01-20 22:05:11 +01:00
Henrik Rydgard
611fb3536f Try to use glDrawArrays in more situations, saving us a buffer. Misc. 2013-01-20 21:52:54 +01:00
Henrik Rydgard
8b4deb93ce Merge branch 'master' into vertexcache 2013-01-20 19:18:52 +01:00
Henrik Rydgård
b93f974ff1 Merge pull request #423 from raven02/hw
Fix alpha blending for HW transform
2013-01-20 08:22:31 -08:00
Henrik Rydgard
1b1a275dcc GPU "dirty" optimization, wip vertexcache 2013-01-20 13:15:46 +01:00
Henrik Rydgard
04860322f4 Merge branch 'master' into vertexcache 2013-01-20 11:30:11 +01:00
raven02
139932f7a0 Revert color0 to be original 2013-01-20 12:41:47 +08:00
Unknown W. Brackets
140fd171ef Fix some 64-bit type conversion warnings. 2013-01-19 13:48:20 -08:00
Henrik Rydgard
201e1ea0bc Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet. 2013-01-19 19:22:15 +01:00
Henrik Rydgard
8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
raven02
72286191a1 Fix alpha blending for HW transform 2013-01-15 08:24:04 +08:00
Henrik Rydgard
3931323f5b Commented out the wrong half of the RotateUVs check... 2013-01-14 21:41:39 +01:00
Henrik Rydgard
7271e3fcd5 Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP. 2013-01-14 20:44:11 +01:00
Henrik Rydgard
85afa9c036 Always specify all buffers for clearing. Missing one hurst, one extra doesn't. 2013-01-14 20:44:10 +01:00
Henrik Rydgård
21b93d33cd Merge pull request #405 from raven02/g3d-log
Add disable G3D log to option menu , make default false
2013-01-13 08:34:28 -08:00
Henrik Rydgard
590d94da9f Add basic stencil test functionality, shadows work in Wipeout. update native.
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard
cf1b5a6911 Try to fix color masking problems. 2013-01-12 14:20:38 +01:00
Henrik Rydgard
60f9da3926 Add support for color masking. Improves the look of Wipeout greatly. 2013-01-12 12:52:00 +01:00
Henrik Rydgard
6c9d28205d Disable the LoggingDeadline. Uncomment if you want to use it. 2013-01-12 12:52:00 +01:00
raven02
908e4ecabf Revert AB for HW transform until find a better fix 2013-01-12 08:24:05 +08:00
Henrik Rydgard
5a2fc722f6 VBO buffer rotation. Helps a little on my Nexus S but perf is still bad. 2013-01-11 19:03:16 +01:00
Henrik Rydgard
29e422cbf1 Avoid flicker by not throwing away the last 3 FBOs. 2013-01-11 17:55:26 +01:00
Henrik Rydgard
6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard
7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
raven02
4e683911c7 Fix alpha blending for SW transform 2013-01-10 22:21:28 +08:00
raven02
79c9c29251 Fix alpha blending for HW transform 2013-01-10 22:19:06 +08:00
Henrik Rydgard
b6d7127734 VBO should be optional for SW transform too. 2013-01-10 13:08:04 +01:00
Henrik Rydgard
479d1f5111 Draw using VBO. Add option, make default true. 2013-01-10 12:54:36 +01:00
Lewis Robbins
64ee61a150 fixed compiling error 2013-01-10 08:02:55 +00:00
Lewis Robbins
4ae9ead2ce clean up of GPUCommon 2013-01-09 21:13:09 +00:00
Henrik Rydgard
03eacd1af3 Save 16K. 2013-01-07 13:00:28 +01:00
Henrik Rydgard
2340b66b27 Fix envmapping on hw transform 2013-01-07 10:49:16 +01:00
Henrik Rydgard
62cc953bad Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0. 2013-01-07 10:07:00 +01:00
Henrik Rydgard
0183a407dd Fix RECTANGLE rotation in the other direction too. 2013-01-07 09:52:47 +01:00
KentuckyCompass
a1f35ebe7e Fix crash from lastShader pointer = 0xcdcdcdcd 2013-01-07 00:21:07 -08:00
Henrik Rydgard
a1bf5a2a10 Save on gl[Enable/Disable]VertexAttribArray calls. 2013-01-06 23:50:05 +01:00
Henrik Rydgard
9363a867e2 Add glViewport to cached gl state. Add a couple of missing VFPU ops. 2013-01-06 23:23:36 +01:00
Henrik Rydgard
7a7c92edeb Oops (forgot to remove a debug statement). 2013-01-06 18:17:01 +01:00
Henrik Rydgard
26a5bfcd5d Avoid setting texture filter over and over again. 2013-01-06 17:44:14 +01:00
Henrik Rydgard
88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00
Henrik Rydgard
66a098c863 Some simple optimizations to texturecache 2013-01-06 12:11:47 +01:00
Unknown W. Brackets
adf8c71745 Recheck writebackall'd textures more frequently.
Since we're dealing with texture upload speed (time), basing this off
number of times invalidated (also time usually) seems to make sense.

This helps lazy games that just use writebackall and expect their
graphics to update.
2013-01-05 17:24:19 -08:00
Unknown W. Brackets
3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
Henrik Rydgard
d8d2246236 Implement sceGeGetMtx and sceGeGetCmd 2013-01-05 19:26:37 +01:00
Henrik Rydgard
835ac23cc4 Flush before some more display list ops 2013-01-05 18:15:28 +01:00
Henrik Rydgard
3e51224d86 Re-enable viewport code. Let me know what it breaks by posting an issue. 2013-01-05 11:50:12 +01:00
Henrik Rydgard
f8ae18a130 "Fix" bezier the old way (puzzle bobble works again at least). 2013-01-04 09:54:19 +01:00
Henrik Rydgard
c3679166e5 Fix flicker in a bunch of games. Fix is a little hacky but okay for 0.5. 2013-01-03 10:19:18 +01:00
Henrik Rydgard
363f158a0a Just warning fixes 2013-01-02 21:13:21 +01:00
Henrik Rydgard
972e4ea4e4 Warning fixes, prevent a possible (but unlikely) crash 2013-01-02 21:05:00 +01:00
Florent Castelli
0daa4b5881 Merge pull request #306 from raven02/ambient-fix
Fix ambient color in SW Transform
2013-01-01 11:25:48 -08:00
raven02
39d3b767d9 Fix ambient color in SW Transform 2013-01-01 23:15:27 +08:00
raven02
55f986428d Use 2.0 alpha value to match real PSP 2013-01-01 22:00:20 +08:00
raven02
753e9b3b16 Fix SW lighting 2013-01-01 13:44:40 +08:00
Unknown W. Brackets
97bdaf5dd2 Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets
589916fca2 Move GPU state to sceDisplay, reset GPU on load. 2012-12-29 12:49:49 -08:00
Unknown W. Brackets
ea9f0be28a Save more of the GPU's state, fix a crash.
Well, ReapplyGfxState() seems kinda dangerous now...
2012-12-29 11:41:33 -08:00
Henrik Rydgård
e8f1f46962 Merge pull request #280 from Orphis/gpucommon
Refactor some NullGPU and GLES common parts into GPUCommon class
2012-12-28 23:15:49 -08:00
Florent Castelli
36a71eafd0 Move InterpretList and ProcessDLQueue to GPUCommon 2012-12-29 03:11:36 +01:00
Florent Castelli
6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
raven02
b94bcad288 Fall back to original filter logic when filter option is off 2012-12-29 09:48:46 +08:00
Henrik Rydgård
75ce287213 Add more stuff to GeDisasm. Advance index pointer on indexed draws. 2012-12-28 20:54:00 +01:00
Henrik Rydgård
e2cc226d0d Just some cleanup of GPU code 2012-12-28 20:54:00 +01:00
raven02
e407ec4314 User define linear filtering 2012-12-29 00:39:46 +08:00
Henrik Rydgård
3e8561ab5b ge: fix bug with indexed primitives 2012-12-27 23:45:06 +01:00
Henrik Rydgård
57b4d658cc Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00
Henrik Rydgård
750447793e Clamp colors before fragment shader. 2012-12-27 23:38:54 +01:00
Henrik Rydgård
c1041cfff2 Apparently RECTANGLES shouldn't flip that way. 2012-12-26 09:23:15 +01:00
Henrik Rydgård
1b35964445 Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
2012-12-26 08:54:33 +01:00
Henrik Rydgård
d95dbca9be Cleanup GPU init/shutdown a bit 2012-12-25 22:42:19 +01:00
Henrik Rydgård
7c64f9c61e Tiny optimization - only init the vertex decoder on vertex type change 2012-12-25 22:39:37 +01:00
Henrik Rydgård
9dce8b09a4 Move vertex arrays from globals to heap. 2012-12-25 22:39:37 +01:00
Henrik Rydgård
d21647bbb9 Split code from GLES_GPU to TransformDrawEngine, cleanup 2012-12-25 22:39:37 +01:00
raven02
fb3649ea97 Remove flush() 2012-12-24 21:34:02 +08:00
raven02
6250348f06 Add GE_CMD_TEXBUFWIDTH0 to flush cmd list 2012-12-24 21:33:27 +08:00
Unknown W. Brackets
d378b1c324 Deallocate properly in shutdown, not in init. 2012-12-24 01:41:15 -08:00
Unknown W. Brackets
2dfbc0fec3 Oops, don't need this here after all. 2012-12-24 01:38:29 -08:00
Unknown W. Brackets
2736012719 Cleanup some state on reset in the GPU code. 2012-12-23 23:12:53 -08:00
TMaul
976537d314 3 foats, not 3 bytes.... 2012-12-23 21:30:19 +00:00
TMaul
e8f240c1d4 Fix some more possible errors
Shadowed var n in MIPSIntVFPU

Possible buffer overflow in vertexdecoder.h

fix valid address checking in sceRtc function
2012-12-23 20:51:05 +00:00
raven02
9af2325be5 Fix massive corrupted graphic in FF Type-0 2012-12-23 22:52:00 +08:00
Henrik Rydgård
0d6cfab61b Merge pull request #231 from raven02/sceAtrac
sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
2012-12-23 02:52:01 -08:00
raven02
b6e865c694 sceAtrac wrapped and change NOTICE to DEBUG for block transfer. 2012-12-23 17:51:55 +08:00
Unknown W. Brackets
88f18b09e9 Revert incorrect warning fix. 2012-12-22 07:24:01 -08:00
Unknown W. Brackets
782d15ad1f Remove DL flush optimization causing wonky gfx. 2012-12-22 01:50:55 -08:00
Unknown W. Brackets
47e558d9ce Fix specular causing shader to fail to link. 2012-12-22 01:45:47 -08:00
Henrik Rydgård
b437ea8e9a Merge pull request #221 from unknownbrackets/warnings
Misc. warnings
2012-12-22 00:12:27 -08:00
Unknown W. Brackets
15793fe532 More minor static analysis warning fixes. 2012-12-21 17:00:47 -08:00
Henrik Rydgard
aabbbe9be4 IndexGenerator: fix triangle fans 2012-12-22 00:57:42 +01:00
Henrik Rydgard
8c267b0105 Didn't mean to remove these calls 2012-12-22 00:38:17 +01:00
Henrik Rydgard
bb777f72ca Merge branch 'multi-draw'
Conflicts:
	GPU/GLES/DisplayListInterpreter.cpp
	GPU/Null/NullGpu.h
2012-12-22 00:25:11 +01:00
Henrik Rydgard
baa640ea02 Two more commands that get to trigger flush 2012-12-22 00:24:04 +01:00
Henrik Rydgard
252845ecb6 Bugfix, remove hack 2012-12-21 23:55:19 +01:00
Henrik Rydgard
e42af096c8 Merge 2012-12-21 23:43:48 +01:00
Henrik Rydgård
069c700e9b Merge pull request #219 from unknownbrackets/texcache
Darn, invalidate the dest not the src
2012-12-21 14:41:19 -08:00
Henrik Rydgard
0769eb4b64 Set gstate_c.textureChanged in a few more places. 2012-12-21 23:40:38 +01:00
Unknown W. Brackets
18fe1d4b19 Darn, invalidate the dest not the src. 2012-12-21 14:21:23 -08:00
Henrik Rydgård
8134a70531 Merge pull request #217 from Orphis/master
Fix some warnings (mostly printf errors)
2012-12-21 14:14:27 -08:00
Henrik Rydgård
a0cdf76fd1 Merge pull request #218 from unknownbrackets/texcache
Use sceKernelDcache*() to invalidate the texcache
2012-12-21 14:14:10 -08:00
Unknown W. Brackets
6a9a183dd3 Use sceKernelDcache*() to invalidate the texcache.
Also in the block transfer code.
2012-12-21 14:10:57 -08:00
Florent Castelli
c33eafd430 Warning fixes 2012-12-21 23:02:35 +01:00
Henrik Rydgard
e26083f702 Merge branch 'master' into multi-draw
Conflicts:
	GPU/GLES/IndexGenerator.cpp
	GPU/GLES/IndexGenerator.h
2012-12-21 22:58:39 +01:00
Henrik Rydgard
ea07c14c4c Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance. 2012-12-21 22:53:24 +01:00
Henrik Rydgard
6b3ac02dae Now not flushing at every drawcall by mistake... 2012-12-21 22:52:09 +01:00
Henrik Rydgard
d663e28bde More work and optimization. Still not quite there. 2012-12-21 21:49:09 +01:00
Henrik Rydgard
3b114eb24a More work on indexed draws. Not combining yet. 2012-12-21 19:16:17 +01:00
Henrik Rydgard
2e9daa5f89 All drawing is now indexed lists, through IndexGenerator. 2012-12-21 18:46:15 +01:00
Henrik Rydgard
4eeab83389 Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance. 2012-12-21 17:50:22 +01:00
Henrik Rydgard
4c23d668e1 Cleanup and reorganize gpu code a little 2012-12-21 16:50:14 +01:00
Henrik Rydgård
d42245482b Merge pull request #213 from raven02/ge_cmd
Change BBOX JUMP/TEST to DEBUG . This fix massive slowdown when hit them .
2012-12-21 04:00:29 -08:00
Henrik Rydgard
4efb66fdb6 Fix hw transform and audio on android, misc 2012-12-21 12:57:43 +01:00
raven02
ab2f0b89e6 Change to DEBUG for BBOX JUMP/TEST .Fix massive slowdown when hit them . 2012-12-21 19:57:38 +08:00
Henrik Rydgard
9db065a979 add #version to the framebuffer drawing shader for compat 2012-12-21 11:24:38 +01:00
Henrik Rydgard
4bf2e52623 HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on. 2012-12-21 11:08:54 +01:00
Henrik Rydgard
4d4370232c Assorted minor cleanup and fixes. 2012-12-21 10:20:22 +01:00
Henrik Rydgard
52cf324e9e Try to fix "W1" vertex error 2012-12-21 10:19:37 +01:00
Unknown W. Brackets
9034cfbfd3 Defer HLE interrupts, vblank only when enabled.
Based on tests, vblank doesn't queue up (makes sense) while
interrupts are disabled.

I'm not 100% sure about the GPU stuff but it seems to only come
from HLE via sceGe, so this should fix those return values.
2012-12-20 21:54:40 -08:00
Henrik Rydgard
19391541fb HW transform: Fix too-harsh lighting 2012-12-20 23:47:19 +01:00
Henrik Rydgard
79bd4e3d41 Lighting fixes (sw + hw) 2012-12-20 23:28:58 +01:00
Henrik Rydgard
1551aea902 HW transform bugfixes 2012-12-20 22:45:26 +01:00
Henrik Rydgard
c3b778daab More work on hw transform. 2012-12-20 18:31:21 +01:00
Henrik Rydgard
7d949bbee0 VertexDecoder: Respect lowerbound of verts to transform. Make decoding a little safer. 2012-12-20 16:03:40 +01:00
Henrik Rydgard
6a7e77ce1d Prevent crashes on bad vertex / index addresses 2012-12-20 15:07:58 +01:00
Henrik Rydgard
4f376a2c34 Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right... 2012-12-20 15:07:58 +01:00
Henrik Rydgard
1b5407f505 Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc. 2012-12-20 15:07:57 +01:00
Henrik Rydgard
c4ca9b5956 Get rid of the DecodedVertex struct. 2012-12-20 15:07:57 +01:00
Henrik Rydgard
13460b7aa6 Use flexible vertex formats pre-transform. Saves memory b/w. 2012-12-19 20:21:59 +01:00
Henrik Rydgard
b8d596cbec Add some infrastructure for flexible vertex formats 2012-12-19 18:35:37 +01:00
Henrik Rydgard
4046146164 Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup. 2012-12-19 15:14:41 +01:00
Henrik Rydgard
ba476264db Fix GL_ZERO transparencies 2012-12-18 00:02:04 +01:00
Henrik Rydgard
3bd5cfed73 Work around for strange idling issue, various fixes 2012-12-17 23:33:24 +01:00
Henrik Rydgard
c3819ec721 Fix a possible crash in audio code 2012-12-17 21:59:43 +01:00
Henrik Rydgard
11279668ca Allow changing of zoom factor at runtime 2012-12-17 21:06:47 +01:00
Henrik Rydgard
34d28a9c5c Merge branch 'screen-fix' of https://github.com/raven02/ppsspp into raven02-screen-fix 2012-12-17 21:01:27 +01:00
Henrik Rydgard
8db1cef503 Fix GPU block transfer 2012-12-17 19:04:19 +01:00
Xele02
71839414ca Fix Android build cast error
Remove gl command for texture 2d
2012-12-16 13:07:11 +01:00
raven02
fb5a26b46d Enable correct viewport switching for screen 1x-4x and add Ctrl1-4 as shortcut key 2012-12-16 17:57:33 +08:00
Xele02
1ea6fe7e4d Correct texture display in save dialog on Android. 2012-12-14 01:04:45 +01:00
Henrik Rydgård
a0d8017c22 Fix for previous commit 2012-12-05 11:13:36 +07:00
Henrik Rydgård
36943db4ec Merge branch 'master' of github.com:hrydgard/ppsspp
Conflicts:
	Core/Config.h
2012-12-05 10:57:30 +07:00
Henrik Rydgård
700921deb3 Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform. 2012-12-05 10:55:06 +07:00
Sacha
5316f856d1 Blackberry 10 Port
* Replace SDL with asound backend (removes the only dependency)
* Remove all references to SDL in bar-descriptor.xml, blackberry_build.sh
* Greatly simplify blackberry_build.sh
* Modify CMakeLists.txt to account for removal of SDL
* Remove redundancy in CMakeLists.txt (EGLv2)
* Refactor nativeExtra's and setting targets
* Remove android/CMakeLists.txt (unrelated file)
* Update for latest Blackberry NDK (1088)
* Handle bug with VSync in latest NDK
* Update bar-descriptor.xml to version 0.4
* Fix define on iOS in FragmentShaderGenerator.cpp
* Specify NDK used in Credits by target platform, add contributor, remove redundancy
2012-12-02 14:48:00 +10:00
Henrik Rydgård
67f9f3f73f SDL port: Add DEBUG option to set _DEBUG, add ability to log gfx stuff 2012-12-01 23:38:18 +01:00
Henrik Rydgard
6e32b30afd DisplayDrawer->FramebufferManager 2012-12-01 10:17:34 +01:00
Henrik Rydgard
d4cc0bada7 Revert broken optimization in TextureCache (there are still memory savings to be had though) 2012-12-01 10:17:33 +01:00
Henrik Rydgard
aa04eaec31 TextureCache: Cleanup, memory savings 2012-11-30 22:32:50 +01:00
Henrik Rydgard
37f28ab4eb Buildfix (?) 2012-11-28 17:09:19 +01:00
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
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
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.
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
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.
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.
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.
Road is visible in MotoGP
2012-11-16 15:35:41 +01:00
Henrik Rydgard
e5c6cf965b Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00
Florent Castelli
cace547f8a Fix colors for textures with 5551 clut
Fixes NAMCO logo in the Tales of Eternia intro, which is now red.
2012-11-15 01:51:40 +01:00
Henrik Rydgard
2603c44e46 Actually, double-oops. 2012-11-11 19:07:07 +01:00
Henrik Rydgard
6a350a4704 Umm, oops. 2012-11-11 19:03:48 +01:00
Henrik Rydgard
07e753da9f Fix skinning bugs, optimize, re-enable a lighting optimization 2012-11-11 19:00:44 +01:00
Henrik Rydgård
5f02c9ad36 Merge pull request #35 from Orphis/skinfix
Apply the world transform to the skinned vertices
2012-11-11 09:12:03 -08:00
Florent Castelli
d06b1ae347 Apply the world transform to the skinned vertices
Improves rendering of skinning demo.
The end of the tube is wrong and collapses on the origin.
2012-11-11 17:55:16 +01:00
Florent Castelli
e77cb6b319 Fix color components ordering of the lights 2012-11-11 17:27:39 +01:00
Henrik Rydgard
343b9435b9 A few minor fixes + buildfix 2012-11-10 23:44:14 +01:00
Henrik Rydgård
75dcc8e8ce Merge pull request #28 from Orphis/clutfix
Texture format and CLUT awareness for the cache
2012-11-10 02:47:47 -08:00
Florent Castelli
ca56b562af Texture format and CLUT awareness for the cache
Fixes the intro screen in Tales of Eternia, but for some reason,
the Namco logo is purple instead of red.
2012-11-10 11:44:30 +01:00
Henrik Rydgard
387552f564 Misc fixes (accept .prx, work on power callbacks, bugs) 2012-11-10 10:15:11 +01:00
Henrik Rydgard
08ea2cacf2 Copy base ptr fixes to nullgpu 2012-11-09 17:54:08 +01:00
Henrik Rydgard
b43dfebb10 Fixes to lighting, display list base pointer, misc 2012-11-09 17:51:45 +01:00
Henrik Rydgard
54f9509693 The texture conversion now works for OpenGL ES again. 2012-11-09 01:24:19 +01:00
Henrik Rydgard
6fd4168232 Port new texture code to GLES : simulate GL_PACK_ROW_LENGTH 2012-11-09 00:51:04 +01:00
Arthur Blot
a29072c3f7 Fixed texture loading for all formats. 2012-11-08 23:26:30 +01:00
Henrik Rydgard
f44a207638 Halt GPU on invalid addresses, more accurate GetTicks in CoreTiming 2012-11-07 15:40:46 +01:00
Henrik Rydgard
320eaeb6a4 Include fix 2012-11-06 22:04:58 +01:00
Henrik Rydgard
8a082f91cc Ge Callbacks seem to be working now. 2012-11-06 18:14:09 +01:00
Henrik Rydgard
85d5cfd8c4 Add more proper "Null" GPU 2012-11-06 17:05:27 +01:00
Sacha
41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00
Henrik Rydgard
b214a1a1da Revert "Better wrapper system, and fixed warnings"
This reverts commit a00b1855cb.

Conflicts:

	Core/HLE/FunctionWrappers.h
	Core/HLE/sceCtrl.cpp
	Core/HLE/sceKernelModule.cpp
2012-11-05 10:05:09 +01:00
Henrik Rydgard
6bed1afb72 Merge branch 'master' of https://github.com/artart78/ppsspp into artart78-master 2012-11-04 23:59:26 +01:00
Henrik Rydgard
687b085357 Missed these somehow 2012-11-04 23:58:25 +01:00
Henrik Rydgard
64cc573703 Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK. 2012-11-04 23:24:00 +01:00
Henrik Rydgard
0c66247c0d Merge branch 'master' of github.com:hrydgard/ppsspp 2012-11-04 19:57:37 +01:00
Arthur Blot
a00b1855cb Better wrapper system, and fixed warnings 2012-11-04 15:08:23 +01:00
MrOrdinaire
1ab9943643 fix missing #include's and missing CMake linking directives 2012-11-03 10:33:24 +08:00
Henrik Rydgard
280c1cdea3 Display list logging improvements 2012-11-02 12:33:16 +01:00
Henrik Rydgard
4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00