Commit Graph
9567 Commits
Author SHA1 Message Date
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
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