176 Commits

Author SHA1 Message Date
Unknown W. Brackets
b62e36e997 Support frameskip in softgpu. 2013-10-27 16:50:03 -07:00
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98e257c95d Add GPU cycle estimation to the softgpu. 2013-10-27 15:05:57 -07:00
Henrik Rydgard
f5a63d7d41 Better fix for the UINT_64 define issue on android 2013-10-20 13:52:31 +02:00
Unknown W. Brackets
c1897b9e54 Compare stencil correctly based on bitdepth.
All sorts of funny rules.  See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00
Unknown W. Brackets
b9811c7c97 Use the slow way to get the softgpu texture.
So that it actually shows what the softgpu is using.
2013-10-07 01:26:48 -07:00
Unknown W. Brackets
5c2d418d95 Read softgpu stencil using existing funcs.
Slower but at least it's the same.
2013-10-07 01:02:58 -07:00
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b9453f82ca Use the full alpha bits for stencil in softgpu.
It works to increment and set the stencil, so it can't be high bits only.
2013-10-07 01:00:43 -07:00
Unknown W. Brackets
31171cc044 Grab the stencil buffer in softgpu debugging. 2013-10-07 00:50:15 -07:00
Unknown W. Brackets
d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
Unknown W. Brackets
32f2f045e4 Don't report a loadclut of 0. 2013-10-05 15:41:44 -07:00
Unknown W. Brackets
eae6e87620 Simplify lighting clamping in softgpu. 2013-10-05 13:05:32 -07:00
Unknown W. Brackets
013e3f3be2 Add very basic and slow DXT decoding to softgpu. 2013-10-05 12:25:18 -07:00
Unknown W. Brackets
2eb10c3b3f Add basic GetCurrentTexture() to softgpu. 2013-10-05 11:37:14 -07:00
Unknown W. Brackets
e79781b1a3 softgpu: Skip the stencil/depth tests in a clear. 2013-09-28 12:15:07 -07:00
Unknown W. Brackets
da1d700904 Attempt to support rendering depth/stencil.
But no interface yet.  I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
Unknown W. Brackets
14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets
81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
Henrik Rydgard
424b4cbd5f Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet) 2013-09-24 14:14:04 +02:00
Unknown W. Brackets
6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Unknown W. Brackets
eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Henrik Rydgard
82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Henrik Rydgard
82a2f6443d Oops (last commit) 2013-09-21 21:05:15 +02:00
Henrik Rydgard
34341b0373 Minor optimization in swrast 2013-09-21 21:03:43 +02:00
Henrik Rydgard
48aac7cf9f Softgpu: Wrap textures in through mode to avoid crashes in texturing. 2013-09-21 20:28:26 +02:00
The Dax
d102baacd0 Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
Unknown W. Brackets
ad4bd8ed74 softgpu: small optimization, precompute tex info. 2013-09-15 21:39:28 -07:00
Unknown W. Brackets
f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
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26f935bbe5 Bypass vertex decoder z scaling.
Everything is compared against the u16 value.  This should be correct for
throughmode at least.
2013-09-14 15:48:11 -07:00
Unknown W. Brackets
242879b0ea Remove a bunch of debug logs, sync with gles.
This may fix bad vertex/index addresses, or crashes from the matrix
arrays.  The debug logging is better replaced with "dump this frame".
2013-09-14 14:28:37 -07:00
Unknown W. Brackets
8ddbc0a9ab Don't allow boneMatrixNumber to go outside bounds.
Just from the GLES code.

Fixes the Monster Hunter 3rd demo crash, but not sure why it's trying to
use crazy numbers in the first place...
2013-09-14 14:10:50 -07:00
Unknown W. Brackets
dc81547d32 Use less pointer math in softgpu buffer access. 2013-09-14 11:36:56 -07:00
Unknown W. Brackets
7b2dea4429 Use accessors for offsetx/y. 2013-09-14 11:06:48 -07:00
Unknown W. Brackets
40e3e8e930 Use a gstate enum, report unhandled blend mode. 2013-09-14 07:36:43 -07:00
Unknown W. Brackets
1a7e0e40cf Refactor the logic op into a func like the others. 2013-09-14 07:21:58 -07:00
Henrik Rydgard
c88920be4b Bail more gracefully if no real OpenGL driver is installed on XP 2013-09-11 21:35:44 +02:00
Henrik Rydgard
5e6c837ced Fix issue where the SoftGPU would render double size if "antialiasing" was on. 2013-09-10 22:27:05 +02:00
Unknown W. Brackets
c3839a53e5 Fix some minor warnings. 2013-09-07 22:40:08 -07:00
Henrik Rydgard
78d3ee3d6a Misc cleanup, mostly logging code 2013-09-07 13:01:19 +02:00
Unknown W. Brackets
2e8b475789 Don't ignore the low bits of the framebuf pointer. 2013-09-07 02:01:01 -07:00
raven02
59599a62d3 Build fix 2013-09-05 16:00:11 +08:00
Unknown W. Brackets
2006bdc6a3 Fix negative texel wrapping in softgpu.
No longer crashes in Jeanne d'Arc, still looks awful.
Also faster on x64 at least.
2013-09-02 21:29:19 -07:00
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
raven02
eca79d35a7 softgpu : use switch case for texture format 2013-08-27 16:26:01 +08:00
raven02
bfd60e95a4 softgpu: Use switch case for different texture mapping mode 2013-08-27 16:15:53 +08:00
Henrik Rydgård
99c1ab38d7 Merge pull request #3224 from raven02/patch-5
softgpu : Fix depth issue in FF Type-0
2013-08-24 16:10:33 -07:00
Unknown W. Brackets
6e8d318322 Bugger typo. 2013-08-24 11:36:01 -07:00
Unknown W. Brackets
cd70250d8c Use more accessors, simplify softgpu colortest. 2013-08-24 11:34:38 -07:00
Unknown W. Brackets
5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00