2821 Commits

Author SHA1 Message Date
Unknown W. Brackets
602daf5f8a Add some missing algorithm includes. 2014-07-01 00:26:22 -07:00
Unknown W. Brackets
0a33eb4c42 Fix missing log semicolons only affecting logging. 2014-06-29 19:09:39 -07:00
Unknown W. Brackets
5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
Unknown W. Brackets
32a11dc28d Minor optimization for prescale/not, fix switch. 2014-06-29 15:47:00 -07:00
Unknown W. Brackets
596abeca06 Use the same vertex decoders for splines.
Had the vert type bits at the top.
2014-06-29 15:46:59 -07:00
Unknown W. Brackets
95f4341838 Allow changing prescale uv at runtime. 2014-06-28 21:51:25 -07:00
Unknown W. Brackets
1c3b60a8ee Allow changing software skinning at runtime. 2014-06-28 21:46:43 -07:00
Unknown W. Brackets
d2d7d6e34b Destroy all FBOs/textures upon sceKernelLoadExec().
It can confuse our heuristics about size, attachment, memcpy, etc.
2014-06-28 12:29:09 -07:00
Unknown W. Brackets
63bcb65d96 Height can be equal, just not greater.
Oops.
2014-06-28 03:41:44 -07:00
Unknown W. Brackets
7d0aeb067a Make sure the conv buffer matches the used height.
May matter if bufferHeight > height.
2014-06-28 02:40:40 -07:00
Unknown W. Brackets
217d8d24ea Validate height better when downloading fbs. 2014-06-28 02:33:28 -07:00
Henrik Rydgård
9351fe44ea Merge pull request #6444 from unknownbrackets/jit-minor
Use more correct rounding in armjit, update x86jit and minor
2014-06-28 11:20:11 +02:00
Unknown W. Brackets
e57ed7d2f4 Small optimizations to stencil scanning. 2014-06-28 02:00:14 -07:00
Unknown W. Brackets
a33589b3e9 Optimize away bits in the stencil upload.
Should be faster than sending to the GPU this way, if we can help it.
Should improve delays on FBO creation at high render resolutions.
2014-06-28 01:39:18 -07:00
Unknown W. Brackets
464b453748 Use a temp FBO at 1x to upload stencil.
This improves performance at > 1x resolutions.
2014-06-28 01:19:07 -07:00
Unknown W. Brackets
89ffbd027e vertexjit: Specify round to zero in ARM rounding.
Only affects color morphs.  NEON always rounds to zero so let's be
consistent.
2014-06-28 00:38:57 -07:00
Unknown W. Brackets
b829be1bfe Require 25% of texture to overlap framebuffer.
Because it's probably wrong if only a small amount overlaps.
2014-06-26 00:48:48 -07:00
Henrik Rydgard
d040b980dd Experiment: Disable clear optimization on PVR (see #6290) 2014-06-24 23:32:40 +02:00
Unknown W. Brackets
ca2d9286e0 Notify the texcache when fb format changes.
Fixes #2094 again.
2014-06-24 00:14:56 -07:00
Henrik Rydgard
cc269488b2 Protect against bad spline patch data better.
Also fix a struct name collision.
2014-06-24 01:14:32 +02:00
Henrik Rydgård
e27e285624 Merge pull request #6396 from hrydgard/ridge-racer-hack
Ridge Racer hack: Flush after every prim if fb addr == tex addr.
2014-06-23 17:52:25 +02:00
Henrik Rydgård
14c0c019db Merge pull request #6407 from unknownbrackets/replace-funcs
Fix function replacement hooks on arm
2014-06-23 17:50:32 +02:00
Unknown W. Brackets
8a7b440933 Don't need this flag, it read from memory. 2014-06-23 08:21:20 -07:00
Unknown W. Brackets
ad060b992d Clear buffers right after creating them.
Seems like some drivers have trouble otherwise.
2014-06-23 00:17:35 -07:00
Unknown W. Brackets
6d104edb5d Make sure not to leak any enabled vertex arrays.
When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen.  Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
2014-06-22 21:42:29 -07:00
Unknown W. Brackets
b8ad665b53 Clear vertex attrib arrays before output to screen.
Doesn't seem to help the mis-enabled arrays, though.
2014-06-22 21:03:33 -07:00
Unknown W. Brackets
4c62a17f72 Allow exact render-to-tex format mismatches more.
If the right format was used recently, it's still okay.  Also check the
x/y offset to try to find the best match.
2014-06-22 21:02:43 -07:00
Henrik Rydgard
8b60fe0239 Ridge Racer hack: Flush after every prim if fb addr == tex addr.
Fixes the bloom errors. @unknownbrackets discovered this method.

Not sure if I want to merge this.. It does add yet another check
to a critical path.
2014-06-22 20:37:50 +02:00
Unknown W. Brackets
73d77d3e8a Warning fix. 2014-06-21 18:04:00 -07:00
Unknown W. Brackets
e0b4aa68d0 Typos. 2014-06-21 12:04:27 -07:00
Henrik Rydgård
5f57e7ebaf Merge pull request #6383 from unknownbrackets/gpu-minor
Check for closest render-to-tex, ignore high bits of fb addr
2014-06-21 21:03:17 +02:00
Unknown W. Brackets
0418c8071a Support more shift/masks in fb cluts on GLES2. 2014-06-21 11:10:57 -07:00
Unknown W. Brackets
e9224e9eaa Actually set the offset framebuffer.
Oops.
2014-06-21 09:04:39 -07:00
Unknown W. Brackets
1cea361c65 Remove now-unnecessary MaskedEqual() compares.
Clearer this way I think.
2014-06-21 08:30:45 -07:00
Unknown W. Brackets
2883988f22 Ignore the high bits of the framebuffer address.
And depth buffer.  On a PSP, these bits don't affect where it renders to
even slightly.
2014-06-21 08:29:38 -07:00
Unknown W. Brackets
4319d5eb28 Take the closest offset framebuffer.
There could be multiple, or even an exact match too.  Make sure to take
the closest one.
2014-06-21 08:23:10 -07:00
Unknown W. Brackets
0c31e551e7 Clear buffers before using them.
Fixes a reported crash on an AMD card.
2014-06-19 23:09:15 -07:00
Unknown W. Brackets
ef390c5c40 Double check upload/download are VRAM addresses. 2014-06-19 23:09:15 -07:00
Unknown W. Brackets
5f4a0d8174 Fix a few minor warnings. 2014-06-19 00:47:58 -07:00
Unknown W. Brackets
19f35bbac1 Clear stencil to 0, not 1.
Memory is generally initially zeros, after all.  Fixes #5205 (or at least
improves it?) and fixes #6226.
2014-06-18 00:09:01 -07:00
Unknown W. Brackets
b5eb072e64 Clear depth buffers to zero, not 1.0f.
Memory is generally initially zeros.
2014-06-17 23:56:33 -07:00
Unknown W. Brackets
a9da3618ba Upload the color/stencil buffers on FBO creation.
Fixes pausing or loading a savestate in Star Ocean (previously your
character became invisible until the screen panned.)
2014-06-17 23:55:09 -07:00
Unknown W. Brackets
171a865b37 Support reversing normals in software transform. 2014-06-17 23:29:33 -07:00
Unknown W. Brackets
d4c416a437 Use the pre-world normal in software proj mapping.
Fixes #6081.
2014-06-17 23:27:19 -07:00
Unknown W. Brackets
2d63a74aeb Allow DrawPixels (uploads) to handle alpha.
Doesn't update stencil, but at least it updates alpha.

This was fixed to 1.0 before because we had blending enabled by accident
during DrawPixels().
2014-06-17 23:10:38 -07:00
Unknown W. Brackets
359f72078d Disable vsync when exiting the game.
Not sure why, but with some drivers not doing this makes the process burn
cpu usage when back in the menu.  Fixes #6351.
2014-06-17 01:06:25 -07:00
Henrik Rydgård
565bb98db1 Merge pull request #6350 from unknownbrackets/gpu-blend
Avoid blitting for a bunch of gpu blending modes
2014-06-17 09:54:57 +02:00
Unknown W. Brackets
6e751f8092 Use shader blend for min/max when unsupported. 2014-06-17 00:20:06 -07:00
Unknown W. Brackets
640c58a892 Reorganize alphablend state mapping logic. 2014-06-17 00:20:05 -07:00
Unknown W. Brackets
17f5acd8b0 Support more src alpha doubling modes.
These prevent the need for more blits.
2014-06-17 00:20:05 -07:00