Commit Graph

745 Commits

Author SHA1 Message Date
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
Unknown W. Brackets
c937a22f26 Only double the color with color doubling.
Not the alpha.
2013-05-09 23:31:53 -07:00
Henrik Rydgård
8ada3aa8b4 Merge pull request #1727 from unknownbrackets/perf
Keep track of whether textures have alpha values or not
2013-05-09 01:27:32 -07:00
Unknown W. Brackets
47c404b925 Clean up some comments. 2013-05-09 01:19:55 -07:00
Henrik Rydgard
5c1425f900 Detect clears, replace with glClear(). Needs more testing, disabled for now. 2013-05-09 09:47:39 +02:00
Unknown W. Brackets
4a30221c95 Ignore texfunc RGBA when texture is full alpha.
This allows us to skip some work in the fragment shader.
2013-05-08 23:14:20 -07:00
Unknown W. Brackets
cb217189c5 Keep track of whether a texture has alpha.
This way we know what sorts of blending we even have to do.  Commonly,
textures don't have any real alpha.

Not yet used for anything.
2013-05-08 23:14:19 -07:00
Sacha
33e7169248 New Option for Blackberry keyboard devices: Partial Vertical Stretch
Stretches screen vertically by ~38% (midpoint of stretched and non-stretched).
Set this on by default for keyboard devices. Also set 'Show Touch' off by default.
2013-05-08 23:23:24 +10:00
Henrik Rydgård
17e084d77e Fix objects showing through road in Ridge Racer. Clears can set whether
to affect depth or not, need to respect that bit. Fixes #1712.
2013-05-08 11:29:24 +02:00
Unknown W. Brackets
34da6f983a Fix reporting typo logging wrong things. 2013-05-08 00:35:17 -07:00
Henrik Rydgård
b3355b2f7c Mac build fix. Rename WindowZoom ini parameter to force-reset it as it
should always be 1 on Android for now.
2013-05-07 23:28:19 +02:00
Unknown W. Brackets
ebf1b57834 Rename round255f to roundAndScale255f.
Seems to verbose to me, but no one can think it doesn't scale or round
this way.
2013-05-07 08:02:27 -07:00
Unknown W. Brackets
f2b4c4a0bc Pre-round the colortest/alphatest reference val. 2013-05-07 07:52:49 -07:00
raven02
eba452f1ba Add back round255f and round255v to u_alphacolorref 2013-05-07 21:52:40 +08:00
raven02
3744f6ee28 Fix colortest rounding using vec3 2013-05-07 19:53:48 +08:00
raven02
274b9c712c Add rounding to equality check for ColorTest 2013-05-07 16:47:53 +08:00
Unknown W. Brackets
76c812a428 Allow larger texture buffer widths.
Fixes #1631.
2013-05-06 23:54:41 -07:00
Henrik Rydgård
d8f9790abc Some Mac build fixes from vit9696 and some more. Update submodules. 2013-05-07 00:08:57 +02:00
Unknown W. Brackets
3c0ed69fd2 Improve GPU invalidation interface, check fonts.
When a font is rendered, tell the GPU about it, but don't rehash.

This not only improves perf (less hashing) but makes font changes more
immediate (no deferred hashing.)  But only if they use sceFont.
2013-05-05 22:52:01 -07:00
Unknown W. Brackets
995ab510e9 Optimize alpha-only CLUTs, common for fonts.
This optimizes the case where fonts are drawn using animation (common in
RPGs, for example), and textures have to be decoded over and over.

Could probably be faster with SIMD.
2013-05-05 22:34:35 -07:00
Unknown W. Brackets
d86253cef2 Buildfix for Linux. 2013-05-05 19:58:59 -07:00
Peter Thoman
fa8df54391 Pre-compute all weights and sums for bicubic scaling 2013-05-05 21:59:41 +02:00
Peter Thoman
073787430e Fixed bicubic scaling, added SSE 4.1 version 2013-05-05 21:59:41 +02:00
Sacha
c85b5782a0 Buildfix for BHarmattan and Blackberry. Was missing math.h 2013-05-05 20:18:31 +10:00
Henrik Rydgård
81363074a5 Merge pull request #1676 from unknownbrackets/texcache
Add back second texcache, improve perf, add memory check
2013-05-05 00:44:14 -07:00
Unknown W. Brackets
bd692ddf66 Check for low GPU memory and try to disable cache.
This may help with phones and even desktops without much VRAM/RAM.
Normally OpenGL will copy between them, though, so it should not happen
often, especially not on desktops.
2013-05-05 00:00:22 -07:00
Unknown W. Brackets
5b970d76e3 Use SSE2 in the texture hashing function.
Speeds it up significantly, but only when it's called a lot.
2013-05-04 21:39:12 -07:00
Unknown W. Brackets
02c88b9517 Add a secondary texture cache again.
This time, only used when invalidations happen several times, but not
too often, and still hashes the entire texture.
2013-05-04 20:33:31 -07:00
Unknown W. Brackets
608f469b54 Minor cleanup to tex hash and clut check. 2013-05-04 19:16:52 -07:00
Peter Thoman
e7b382dc57 __forceinline doesn't make a measureable difference here, so no need to make the code nonstandard 2013-05-05 01:49:16 +02:00
Peter Thoman
f49cc04c7d Merge branch 'master' of https://github.com/hrydgard/ppsspp
Conflicts:
	Windows/resource.h
2013-05-05 01:38:47 +02:00
Peter Thoman
bfe1cb9ca2 Added bicubic texture filtering and hybrid bicubic texture filtering options 2013-05-05 01:27:15 +02:00
Unknown W. Brackets
353528b63d When displaying an FBO, pick the most recent used.
Fixes flicker in Jewel Summoner, and black screen in Shadow of Destiny.
2013-05-04 15:36:24 -07:00
Unknown W. Brackets
fd0c368037 Fix texfunc disasm missing color doubling. 2013-05-04 15:36:23 -07:00
Unknown W. Brackets
a0e6917ee8 If unspecified, default normal to 0, 0, 1.
Fixes Trails in the Sky buttons and improves Kingdom Hearts lighting.
2013-05-04 13:23:50 -07:00
Henrik Rydgård
5c2b337526 Merge pull request #1652 from PeterTh/master
Add Texture Deposterization
2013-05-03 08:06:27 -07:00
Sacha
279158a010 Buildfix (Harmattan and Blackberry): stdlib is required for abs(int). 2013-05-04 00:32:25 +10:00
Peter Thoman
3ede2b69cb Drop std:: from bind in deposterize, I want to avoid breaking builds again if at all possible 2013-05-03 16:26:02 +02:00
Peter Thoman
3c2ee6bd65 Added texture deposterization option 2013-05-03 16:26:02 +02:00
Sacha
ac9f271078 Buildfix. Was meant to be from unsigned int to u8. 2013-05-04 00:08:38 +10:00
Sacha
e0ef9a9505 Buildfix (all C++0x compilers). Drop the std::, do a static_cast for narrowing conversion as required by C++0x spec. 2013-05-04 00:06:41 +10:00
Peter Thoman
f4f0a958d3 Applied loop tiling/strip mining to algorithms where it makes sense 2013-05-03 14:38:24 +02:00
Peter Thoman
fa8250ba12 Avoid scaling empty and flat textures 2013-05-03 13:35:24 +02:00
Peter Thoman
75bbe9df9f Clean up (and slightly speed up) blinear scaling 2013-05-03 13:17:36 +02:00
Henrik Rydgård
655e7dbfbb Merge pull request #1640 from PeterTh/master
Texture scaling improvements
2013-05-03 01:37:39 -07:00
Henrik Rydgård
1a6c5daf0c Merge pull request #1646 from unknownbrackets/texcache
Minor texture cache optimizations + blend fix
2013-05-03 01:35:20 -07:00
Peter Thoman
7d2fd0ea31 Removed Bilinear texture filtering option 2013-05-03 10:29:29 +02:00
Unknown W. Brackets
9537be9ebb Don't double src alpha when it's not safe to do so.
Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets
df65bb40ac Avoid copying a tex if the PSP format is perfect. 2013-05-03 01:02:00 -07:00
Unknown W. Brackets
57c7b21640 Convert colors before applying clut, not after.
No reason to build it wrong and fix it afterward.
2013-05-03 00:12:42 -07:00
Sacha
8cb0423f32 Avoid name collision with ThreadPool on Windows hosts. Fixes all Linux/Unix cross-compiles from Windows, including Harmattan and Blackberry. 2013-05-03 16:31:53 +10:00
Peter Thoman
edf94091db Final Hybrid scaling adjustments & remove debug output 2013-05-03 02:51:07 +02:00
Peter Thoman
d8df8a6796 Merge branch 'master' of https://github.com/hrydgard/ppsspp
Conflicts:
	Core/Config.cpp
	Core/Config.h
2013-05-03 00:24:03 +02:00
Henrik Rydgard
6d66577f17 Don't write to transformedvertex.color1[4], it doesn't exist. 2013-05-02 20:18:46 +02:00
Peter Thoman
e352432aab Hybrid scaling works now 2013-05-02 20:05:41 +02:00
Peter Thoman
d70641d3f2 Manual merge 2013-05-02 14:25:18 +02:00
Peter Thoman
7ae3894365 Added functionality for hybrid scaling (not yet working) 2013-05-02 14:09:46 +02:00
Henrik Rydgard
42a4a1e4ba Brightness fix for scaled RGB565 and RGB5551 textures. Fix broken color conversion in DecodeTexture (which is not normally used). 2013-05-02 10:59:45 +02:00
Henrik Rydgard
a125da7af6 Don't scale textures in "kernel" memory (like the 2048x2048 PPGe texture). 2013-05-02 10:18:26 +02:00
Sacha
a9529f831d Hack for Meego. For some reason it's not compiling ThreadPool.cpp 2013-05-02 17:34:57 +10:00
Sacha
6a2a308069 Buildfix for Symbian. 2013-05-02 17:06:09 +10:00
Unknown W. Brackets
c73657e39a Buildfix for iOS and Android. 2013-05-01 23:31:18 -07:00
Sacha
ae9490ad30 Use boost to do C++11 features on Symbian. Use namespaces. 2013-05-02 15:46:41 +10:00
Peter Thoman
3e5023ea97 Refactored Texture Scaling, changed options & gui to separately select scaling level and method 2013-05-01 23:55:34 +02:00
Henrik Rydgård
dcff4970bd Merge pull request #1616 from PeterTh/master
Add global threadpool, use it for texture scaling parallelization
2013-05-01 11:51:01 -07:00
Peter Thoman
1f7a3776b3 Only scale textures which were never invalidated 2013-05-01 20:31:57 +02:00
Unknown W. Brackets
d412cf5c64 Approximate better with two fixed blend colors.
Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
2013-05-01 08:00:52 -07:00
Peter Thoman
e19442a8c1 Eliminated C++11 lambdas 2013-05-01 16:31:28 +02:00
Peter Thoman
95e6a5c4ea Adjusted Texture Scaler to use global threadpool 2013-05-01 14:12:10 +02:00
Peter Thoman
af68180319 Parallelized texture scaling 2013-05-01 14:12:09 +02:00
Peter Thoman
5e918a644f Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
Unknown W. Brackets
4009a37692 Improve blending with two fixed colors.
It's not right, but it's less bad.  Maybe there's a better way?

Improves Popolocrois and Lunar (battle) blending issues.
2013-05-01 00:55:30 -07:00
Peter Thoman
2212e7f609 Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately 2013-04-30 17:58:05 +02:00
Henrik Rydgård
b7cd4d63e2 Merge pull request #1599 from PeterTh/master
xBRZ texture scaling
2013-04-30 04:29:36 -07:00
Unknown W. Brackets
320951a77c Disasm the GE blend mode better. 2013-04-30 00:17:39 -07:00
Unknown W. Brackets
8f27d03af3 Double alpha at least for a known case.
Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets
bc1e0d09d4 Report a possible blend error. 2013-04-30 00:04:00 -07:00
Peter Thoman
c7c4ec7c3b Added xBR texture scaling to TextureCache 2013-04-30 03:49:12 +02:00
Peter Thoman
392087f26b Added xBRZ library 2013-04-30 03:44:54 +02:00
Unknown W. Brackets
3a769bb047 Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Unknown W. Brackets
b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00