Commit Graph
3990 Commits
Author SHA1 Message Date
Henrik Rydgard b6d7127734 VBO should be optional for SW transform too. 2013-01-10 13:08:04 +01:00
Henrik Rydgard 479d1f5111 Draw using VBO. Add option, make default true. 2013-01-10 12:54:36 +01:00
Henrik Rydgard 03eacd1af3 Save 16K. 2013-01-07 13:00:28 +01:00
Henrik Rydgard 2340b66b27 Fix envmapping on hw transform 2013-01-07 10:49:16 +01:00
Henrik Rydgard 62cc953bad Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0. 2013-01-07 10:07:00 +01:00
Henrik Rydgard 0183a407dd Fix RECTANGLE rotation in the other direction too. 2013-01-07 09:52:47 +01:00
KentuckyCompass a1f35ebe7e Fix crash from lastShader pointer = 0xcdcdcdcd 2013-01-07 00:21:07 -08:00
Henrik Rydgard a1bf5a2a10 Save on gl[Enable/Disable]VertexAttribArray calls. 2013-01-06 23:50:05 +01:00
Henrik Rydgard 9363a867e2 Add glViewport to cached gl state. Add a couple of missing VFPU ops. 2013-01-06 23:23:36 +01:00
Henrik Rydgard 7a7c92edeb Oops (forgot to remove a debug statement). 2013-01-06 18:17:01 +01:00
Henrik Rydgard 26a5bfcd5d Avoid setting texture filter over and over again. 2013-01-06 17:44:14 +01:00
Henrik Rydgard 88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00
Henrik Rydgard 66a098c863 Some simple optimizations to texturecache 2013-01-06 12:11:47 +01:00
Unknown W. Brackets adf8c71745 Recheck writebackall'd textures more frequently.
Since we're dealing with texture upload speed (time), basing this off
number of times invalidated (also time usually) seems to make sense.

This helps lazy games that just use writebackall and expect their
graphics to update.
2013-01-05 17:24:19 -08:00
Unknown W. Brackets 3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
Henrik Rydgard 835ac23cc4 Flush before some more display list ops 2013-01-05 18:15:28 +01:00
Henrik Rydgard 3e51224d86 Re-enable viewport code. Let me know what it breaks by posting an issue. 2013-01-05 11:50:12 +01:00
Henrik Rydgard f8ae18a130 "Fix" bezier the old way (puzzle bobble works again at least). 2013-01-04 09:54:19 +01:00
Henrik Rydgard c3679166e5 Fix flicker in a bunch of games. Fix is a little hacky but okay for 0.5. 2013-01-03 10:19:18 +01:00
Henrik Rydgard 363f158a0a Just warning fixes 2013-01-02 21:13:21 +01:00
Florent Castelli 0daa4b5881 Merge pull request #306 from raven02/ambient-fix
Fix ambient color in SW Transform
2013-01-01 11:25:48 -08:00
raven02 39d3b767d9 Fix ambient color in SW Transform 2013-01-01 23:15:27 +08:00
raven02 55f986428d Use 2.0 alpha value to match real PSP 2013-01-01 22:00:20 +08:00
raven02 753e9b3b16 Fix SW lighting 2013-01-01 13:44:40 +08:00
Unknown W. Brackets 97bdaf5dd2 Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets 589916fca2 Move GPU state to sceDisplay, reset GPU on load. 2012-12-29 12:49:49 -08:00
Unknown W. Brackets ea9f0be28a Save more of the GPU's state, fix a crash.
Well, ReapplyGfxState() seems kinda dangerous now...
2012-12-29 11:41:33 -08:00
Henrik Rydgård e8f1f46962 Merge pull request #280 from Orphis/gpucommon
Refactor some NullGPU and GLES common parts into GPUCommon class
2012-12-28 23:15:49 -08:00
Florent Castelli 36a71eafd0 Move InterpretList and ProcessDLQueue to GPUCommon 2012-12-29 03:11:36 +01:00
Florent Castelli 6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
raven02 b94bcad288 Fall back to original filter logic when filter option is off 2012-12-29 09:48:46 +08:00
Henrik Rydgård 75ce287213 Add more stuff to GeDisasm. Advance index pointer on indexed draws. 2012-12-28 20:54:00 +01:00
Henrik Rydgård e2cc226d0d Just some cleanup of GPU code 2012-12-28 20:54:00 +01:00
raven02 e407ec4314 User define linear filtering 2012-12-29 00:39:46 +08:00
Henrik Rydgård 3e8561ab5b ge: fix bug with indexed primitives 2012-12-27 23:45:06 +01:00
Henrik Rydgård 57b4d658cc Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00
Henrik Rydgård 750447793e Clamp colors before fragment shader. 2012-12-27 23:38:54 +01:00
Henrik Rydgård c1041cfff2 Apparently RECTANGLES shouldn't flip that way. 2012-12-26 09:23:15 +01:00
Henrik Rydgård 1b35964445 Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
2012-12-26 08:54:33 +01:00
Henrik Rydgård d95dbca9be Cleanup GPU init/shutdown a bit 2012-12-25 22:42:19 +01:00
Henrik Rydgård 7c64f9c61e Tiny optimization - only init the vertex decoder on vertex type change 2012-12-25 22:39:37 +01:00
Henrik Rydgård 9dce8b09a4 Move vertex arrays from globals to heap. 2012-12-25 22:39:37 +01:00
Henrik Rydgård d21647bbb9 Split code from GLES_GPU to TransformDrawEngine, cleanup 2012-12-25 22:39:37 +01:00
raven02 fb3649ea97 Remove flush() 2012-12-24 21:34:02 +08:00
raven02 6250348f06 Add GE_CMD_TEXBUFWIDTH0 to flush cmd list 2012-12-24 21:33:27 +08:00
Unknown W. Brackets 2736012719 Cleanup some state on reset in the GPU code. 2012-12-23 23:12:53 -08:00
TMaul 976537d314 3 foats, not 3 bytes.... 2012-12-23 21:30:19 +00:00
TMaul e8f240c1d4 Fix some more possible errors
Shadowed var n in MIPSIntVFPU

Possible buffer overflow in vertexdecoder.h

fix valid address checking in sceRtc function
2012-12-23 20:51:05 +00:00
raven02 9af2325be5 Fix massive corrupted graphic in FF Type-0 2012-12-23 22:52:00 +08:00
Henrik Rydgård 0d6cfab61b Merge pull request #231 from raven02/sceAtrac
sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
2012-12-23 02:52:01 -08:00