Commit Graph

725 Commits

Author SHA1 Message Date
raven02
a945cf0e13 Fix incorrect texture in Dragon Ball Z Shin Budokai 2 2013-05-31 23:00:35 +08:00
King_DuckZ
61500281a9 Warning fix on Intel compiler. 2013-05-30 15:42:11 +02:00
King_DuckZ
1455452850 Trailing whitespaces removed. 2013-05-30 15:42:11 +02:00
Henrik Rydgard
2d8632cd7a Remove texture coordinate difference between HW and SW transform. Partly fixes #1963 2013-05-30 13:37:18 +02:00
raven02
4a31e13c9b Missing semi-colon 2013-05-30 18:33:11 +09:00
raven02
c4a3769aee Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen 2013-05-30 16:29:38 +08:00
jeid3
fc38cfe798 Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform) 2013-05-28 17:53:43 +02:00
Henrik Rydgård
99634a913a Disable QuickClutHash until it can be fixed. 2013-05-27 19:46:09 +02:00
jeid3
632ac03fc2 Build ios fix 2013-05-27 09:54:16 +01:00
Unknown W. Brackets
f042894c3e Don't bypass the secondary cache on minihash fail. 2013-05-26 13:44:47 -07:00
Unknown W. Brackets
01e1a8093a Allow ConvertColors() to work as a copy op. 2013-05-26 13:31:58 -07:00
Unknown W. Brackets
d2a52f48e5 Switch to a weaker, but faster clut hash. 2013-05-26 13:26:12 -07:00
Unknown W. Brackets
5dabdd3651 Make sure to update the CLUT if format changes.
Otherwise we throw away the loaded clut, which is no good.
2013-05-26 13:26:07 -07:00
Unknown W. Brackets
c53386244d Don't hash the clut when it's not even used.
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens.  There shouldn't be any need to rehash the clut
either.

Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
2013-05-26 12:41:36 -07:00
Henrik Rydgard
cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +02:00
Henrik Rydgard
7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard
e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard
199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Unknown W. Brackets
373561b90e Don't store clutformat in the texcache entry. 2013-05-20 01:00:14 -07:00
Unknown W. Brackets
3efe7ae24d Cache based on the full clutformat.
Not just 2 bits of it.  Oops.  Simpler this way.
2013-05-20 00:53:39 -07:00
Henrik Rydgard
29ab5e7801 Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer. 2013-05-20 00:16:29 +02:00
Henrik Rydgard
d9ed61c04a Shader simplification: Get rid of some uniforms when possible. 2013-05-19 16:38:52 +02:00
Henrik Rydgard
063e23dc0d Shader simplification: Share even more variables between lights. 2013-05-19 14:45:56 +02:00
Henrik Rydgard
a1d549c59f Shader simplification: Share some variables between lights to help bad register allocators 2013-05-19 14:36:07 +02:00
Henrik Rydgard
0ff8be1b1a Shader simplification: Get rid of lightSum1 when not needed. 2013-05-19 14:23:17 +02:00
Henrik Rydgard
b3cc5859dc Shader simplification: Get rid of lightscale where possible 2013-05-19 13:52:47 +02:00
Henrik Rydgard
06e4441213 Shader simplification: .rgb += instead of vec4(..., 0.0f) 2013-05-19 13:51:46 +02:00
Henrik Rydgard
b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Henrik Rydgard
9af5499b21 Optimize bone matrix updates. 2013-05-18 21:18:45 +02:00
Henrik Rydgard
1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard
dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Henrik Rydgård
367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
Unknown W. Brackets
03f3f99e39 Don't use ivec in the fragment shader.
Attempt at #1777.  Needs the + 0.5 to round properly on mobile.
2013-05-12 13:09:02 -07:00
Unknown W. Brackets
41fb41afdb Only report these once to avoid spam. 2013-05-12 12:00:21 -07:00
Unknown W. Brackets
5619c84432 Defer palette conversion after clut load.
Because the format can easily be specified afterward.
2013-05-12 10:57:41 -07:00
Unknown W. Brackets
39c0e6c096 Add reporting for unsupported GE commands.
And clean up some disasm for a couple others.
2013-05-12 10:30:26 -07:00
Unknown W. Brackets
5ecacd6bc8 Don't double alpha when alphablend is disabled.
Probably doesn't affect much.
2013-05-12 09:31:23 -07:00
Unknown W. Brackets
5223ee3d1b Move the font clut opt check to clut load.
And remove the report for mipmap sharing, seems to work...
2013-05-12 09:26:17 -07:00
Unknown W. Brackets
901a7b804e Implement mipmap clut sharing/not sharing.
It was kinda already there, probably from JPCSP.  Not well tested,
but this is what JPCSP does and it makes sense.
2013-05-12 09:04:50 -07:00
Unknown W. Brackets
7e23299c36 Immediately load the clut on LOADCLUT. 2013-05-12 01:56:26 -07:00
Unknown W. Brackets
518394cca8 Allow the full features string to be logged. 2013-05-12 01:56:25 -07:00
Unknown W. Brackets
4c43da9c23 Only apply the clut offset when using the clut.
This may fix games that use the clut offset having wrong colors.
2013-05-12 01:56:25 -07:00
Unknown W. Brackets
5a81bfd1fb Don't invalidate textures based on the clutaddr.
The cluthash should be sufficient, and this is less to pass around.
2013-05-12 01:56:25 -07:00
Unknown W. Brackets
7dd0d242e2 Load the clut only using LOADCLUT, not every tex.
This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
2013-05-12 01:56:24 -07:00
Unknown W. Brackets
342ae6c322 Reuse the fullhash when it triggers a reload.
Instead of hashing it again a few microseconds later...
2013-05-12 01:56:24 -07:00
Unknown W. Brackets
724495cbb3 Mix add and xor in the texcache for better results. 2013-05-12 01:56:23 -07:00
Unknown W. Brackets
347bccf9bc Fix bone matrix number disasm. 2013-05-11 10:31:04 -07:00
Unknown W. Brackets
a22934885d Improve GE disasm for a few commands. 2013-05-11 10:16:56 -07:00
Unknown W. Brackets
84ab8aa79b Add reporting for alphatest mask.
Actually, maybe it being 0x00 could be advantageous...
2013-05-11 01:19:46 -07:00
Unknown W. Brackets
4b91c7e707 Implement DXT3 alpha. 2013-05-10 00:49:13 -07:00