Unknown W. Brackets
0b9de18f8c
Small optimization to morph vertex step funcs.
2013-04-24 08:19:42 -07:00
Unknown W. Brackets
34f1f3a8e7
Remove one more FP usage in GPU.
2013-04-13 13:04:39 -07:00
Henrik Rydgard
5828fe5728
Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551
2013-04-13 19:45:17 +02:00
Henrik Rydgard
d96c588288
Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
2013-03-24 12:28:42 +01:00
Henrik Rydgard
57e82619ca
Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
2013-03-24 01:13:02 +01:00
Henrik Rydgard
b4977610cc
Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
2013-03-23 13:12:52 +01:00
raven02
45e4919fe9
Change .f to .0f etc.
2013-02-17 21:26:23 +08:00
Henrik Rydgard
0eabc80c3e
Small optimizations and fixes to vertex decoder
2013-02-16 09:28:55 +01:00
Henrik Rydgard
356f5788e1
Fix more UV issues
2013-02-08 00:04:01 +01:00
Henrik Rydgard
6b3ddae554
Fix UV error introduced in previous commit
2013-02-06 21:38:19 +01:00
Henrik Rydgard
aaf00e047b
Don't convert texcoords to float either.
2013-02-06 20:30:10 +01:00
Henrik Rydgard
bf7ad9e1c9
Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
2013-02-05 18:02:10 +01:00
Henrik Rydgard
bdc467769e
Some shader and vertex format optimizations
2013-02-05 01:37:00 +01:00
Henrik Rydgard
bf51291527
Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
2013-02-04 23:10:40 +01:00
Unknown W. Brackets
8bf5189324
Looks like these should be pos/nrm/col.
2013-01-31 00:02:52 -08:00
Unknown W. Brackets
c81d296534
Use memcpy also in Step_Color8888().
2013-01-29 08:45:04 -08:00
Henrik Rydgard
366583d34f
Align some vertex arrays to page size. It's said to possibly be beneficial.
2013-01-29 00:48:13 +01:00
Henrik Rydgard
dbdd461a53
Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
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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.
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Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +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
Henrik Rydgard
f8ae18a130
"Fix" bezier the old way (puzzle bobble works again at least).
2013-01-04 09:54:19 +01:00
Unknown W. Brackets
15793fe532
More minor static analysis warning fixes.
2012-12-21 17:00:47 -08:00
Henrik Rydgard
2e9daa5f89
All drawing is now indexed lists, through IndexGenerator.
2012-12-21 18:46:15 +01:00
Henrik Rydgard
4efb66fdb6
Fix hw transform and audio on android, misc
2012-12-21 12:57:43 +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
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 Rydgård
700921deb3
Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
2012-12-05 10:55:06 +07:00
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
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
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
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
e37a1fb1d3
Add internal 2D drawing library that goes through the Ge emulation for portability.
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To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00
Henrik Rydgard
ba171c8360
Fix scaling for 16-bit UVs
2012-11-16 17:19:28 +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.
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Road is visible in MotoGP
2012-11-16 15:35:41 +01:00
Henrik Rydgard
e5c6cf965b
Fixes and optimizations to vertex decoding and lighting.
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Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00
Henrik Rydgard
b43dfebb10
Fixes to lighting, display list base pointer, misc
2012-11-09 17:51:45 +01:00
Sacha
41f5abab31
PPSSPP ported to Blackberry10
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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
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
4f7ad15758
Add snapshot of the whole source code.
2012-11-01 16:19:01 +01:00