Unknown W. Brackets
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e7c7c5b3db
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Add a setting to launch a separate CPU thread.
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2013-08-09 22:41:30 -07:00 |
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The Dax
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01e9111ac5
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Remove Stream VBO option.
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2013-08-09 05:18:24 -04:00 |
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Henrik Rydgård
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f01279f2cf
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Merge pull request #3082 from raven02/patch-12
Fix black/missing textures in few games
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2013-08-09 00:58:38 -07:00 |
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Henrik Rydgard
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bc00a7e302
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Process frame timing on frame boundaries instead of flips. Frameskipping works better in many games.
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2013-08-07 23:32:28 +02:00 |
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Henrik Rydgard
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51ffdfa132
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Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations.
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2013-08-07 22:34:00 +02:00 |
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raven02
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ba4d236d18
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Fix black/missing textures in few games
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2013-08-07 22:47:41 +08:00 |
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Henrik Rydgård
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41f90303b2
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Merge pull request #3069 from raven02/patch-10
Logic Ops: code cleanup
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2013-08-07 02:08:02 -07:00 |
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Henrik Rydgård
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b8978e49d2
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Merge pull request #3075 from unknownbrackets/gpu-thread
Prep work for GE and CPU on separate threads
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2013-08-07 01:00:26 -07:00 |
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Henrik Rydgård
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75b3d78694
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Merge pull request #3029 from unknownbrackets/render-fb
Use a null texture for incorrect render-to-texture + delete better
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2013-08-07 00:34:38 -07:00 |
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Unknown W. Brackets
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00fc5ec40e
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Enable interrupts as a property of the list.
This way there's no behavior change when enqueue is async.
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2013-08-07 00:32:30 -07:00 |
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Unknown W. Brackets
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0dc6bab9ff
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Shouldn't be necessary to flush on drawsync.
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2013-08-07 00:32:27 -07:00 |
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Henrik Rydgard
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773115bb6d
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GPU: tiny optimization and log fix
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2013-08-06 19:08:38 +02:00 |
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raven02
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6798762eaa
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May fix Vsync broken previously
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2013-08-06 23:08:57 +08:00 |
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raven02
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6465402283
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Logic Ops: code cleanup
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2013-08-06 22:14:30 +08:00 |
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Henrik Rydgard
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2f1e6f81bb
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Android buildfix
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2013-08-06 11:24:48 +02:00 |
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raven02
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ecf43c7ea9
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Fix lookup table
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2013-08-06 16:46:35 +08:00 |
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raven02
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1fb77f5fec
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Use lookup table
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2013-08-06 16:30:58 +08:00 |
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raven02
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6992eba90a
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Add remaining opcodes
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2013-08-06 16:25:33 +08:00 |
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raven02
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c9c1a75869
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Fix opcode/glLogicOp type
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2013-08-06 16:14:36 +08:00 |
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raven02
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5c4af8908e
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Add context for logicOps
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2013-08-06 16:03:27 +08:00 |
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raven02
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f1473ba1fb
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Add remaining GE_LOGI in enum GELogicOp
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2013-08-06 16:01:31 +08:00 |
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Unknown W. Brackets
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3aa2db9a8e
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Simplify ProcessDLQueue() slightly.
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2013-08-04 16:31:54 -07:00 |
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Unknown W. Brackets
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f7a39d1b12
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Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
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2013-08-04 15:15:50 -07:00 |
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raven02
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c4a3638183
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Add gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
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2013-08-03 14:56:37 +08:00 |
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raven02
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fd40bf7ada
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Use gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
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2013-08-03 14:55:45 +08:00 |
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Unknown W. Brackets
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f35b4a6159
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Don't use render-to-texture with format mismatch.
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2013-08-02 22:45:35 -07:00 |
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Unknown W. Brackets
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8e512c926e
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For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
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2013-08-02 22:45:34 -07:00 |
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Unknown W. Brackets
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ab1c20f509
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Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
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2013-08-02 22:45:34 -07:00 |
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Henrik Rydgard
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61d419b2ec
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Don't scan for something to decimate every frame. Actually costs perf.
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2013-08-01 00:13:58 +02:00 |
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raven02
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08a315b7db
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Fix typo
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2013-07-31 02:35:03 +08:00 |
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raven02
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635def582c
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Fix readIndexedTex() to use texture level for width/height
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2013-07-31 01:52:29 +08:00 |
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raven02
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271171dbe3
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Use getUVGenMode()
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2013-07-31 01:44:03 +08:00 |
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raven02
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0daa550538
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Add getWeightMask()
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2013-07-30 23:55:11 +08:00 |
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raven02
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50f98fe498
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Add texture level parameter
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2013-07-30 23:23:02 +08:00 |
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raven02
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75c9ce2498
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GPUstate :Add getTextureWidth() & getTextureHeight()
and
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2013-07-30 23:09:22 +08:00 |
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Unknown W. Brackets
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676702071d
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Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense. May fix other
games too.
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2013-07-30 01:06:33 -07:00 |
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Henrik Rydgård
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abdeda590e
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Merge pull request #2991 from unknownbrackets/gpu-minor
Get rid of GLES references outside GLES / UI code
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2013-07-30 00:42:55 -07:00 |
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Unknown W. Brackets
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ebe68a5d00
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Don't bind odd render-to-texture when copying mem.
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2013-07-30 00:09:33 -07:00 |
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Unknown W. Brackets
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0a9315d0e2
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Cut down the scan range to avoid perf hit.
Probably no perf hit anyway. Should have the same functionality.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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04dc4ac19b
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Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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797027779e
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Log when render to texture formats differ.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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c31859021c
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Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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5f5048ca04
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Save the bufw for textures as well, to match fbs.
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2013-07-30 00:02:32 -07:00 |
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Unknown W. Brackets
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89349eae7e
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Consistently use a proper type for GE fb format.
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2013-07-29 23:05:59 -07:00 |
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Unknown W. Brackets
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4dde7276c6
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Don't use PspDisplayPixelFormat at all.
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2013-07-29 22:58:37 -07:00 |
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Unknown W. Brackets
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2f94977efe
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Don't include gfx/gl* outside the OpenGL GE.
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2013-07-29 22:47:38 -07:00 |
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Henrik Rydgård
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d8cdf37815
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Merge pull request #2986 from neobrain/math3d-extensions2
Math3d extensions2
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2013-07-29 15:16:16 -07:00 |
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neobrain
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2228ff1cd0
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GPU/Math3D: Add a 4x4 matrix class.
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2013-07-29 22:49:19 +02:00 |
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neobrain
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9f73789c22
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GPU/Math3D: Add a 3x3 matrix class.
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2013-07-29 22:26:42 +02:00 |
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neobrain
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d3e33c527e
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GPU/Math3D: Replace VecX::Lerp methods with more general and clearer Lerp and LerpInt template functions.
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2013-07-29 22:26:42 +02:00 |
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