Commit Graph

9567 Commits

Author SHA1 Message Date
raven02 07a36f2384 HW T&L : clamp lightscale 2013-04-09 20:42:40 +08:00
Henrik Rydgård be5af6831e Merge pull request #1235 from unknownbrackets/texcache
Allocate the temp texcache buffers dynamically
2013-04-09 04:10:55 -07:00
Unknown W. Brackets 6cbd1b5205 Fix typo, add back state to savestate. 2013-04-09 02:18:09 -07:00
Unknown W. Brackets 74dbd2b44c Use AllocateMemoryPages() for the texcache buffers. 2013-04-09 01:59:47 -07:00
Unknown W. Brackets de79941ef4 Allow the tex buffers to grow if necessary.
Only does the 16 bit one for now.

Tactics Ogre uses a texture that is 1024x1024.  Ouch.
2013-04-09 01:59:33 -07:00
Henrik Rydgård 96d5fdcabb Merge pull request #1232 from cinaera/integerdraw
Change texture even on clearmode
2013-04-09 01:42:56 -07:00
Unknown W. Brackets 957394258c Block dlist execution while in virtual progress.
Fixes #1224.

Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
2013-04-09 00:56:50 -07:00
BeaR 3cc7d99143 Change texture even on clearmode 2013-04-09 09:50:57 +02:00
Henrik Rydgård 6ec7d237e8 Merge pull request #1222 from unknownbrackets/gpu-fix
Correct dest stride on GPU block transfer
2013-04-08 11:01:04 -07:00
Unknown W. Brackets 0e0b074ed7 Correct dest stride on GPU block transfer. 2013-04-08 08:36:51 -07:00
raven02 3252eb6554 Fragment Shader : use mix() for decal/blend 2013-04-08 22:48:40 +08:00
Unknown W. Brackets 2b4ec12aa9 Buildfix for iOS. Fixes #1220. 2013-04-08 07:41:09 -07:00
Henrik Rydgård aa33c4efcc Merge pull request #1217 from unknownbrackets/fbo-flicker
Adjust FBO decimation to optimize for creation
2013-04-08 03:22:35 -07:00
Unknown W. Brackets 23c0e7f319 Change FBO age back to 5, gets in a create loop... 2013-04-08 00:45:21 -07:00
Unknown W. Brackets 79e3c66514 Adjust FBO decimation to optimize for creation.
But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Unknown W. Brackets 210c7b1639 Slow down the GPU clock estimate.
This makes  Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00
Unknown W. Brackets 5d017829ad Make sure lists aren't reused before they complete. 2013-04-07 17:05:11 -07:00
Unknown W. Brackets 57770dbd95 Delay GPU signals and waits to simulate cycles. 2013-04-07 17:05:11 -07:00
Henrik Rydgard 5427f20b90 Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around. 2013-04-07 23:31:04 +02:00
Henrik Rydgard e246ffe20c fragment shader: RGBA DECAL does make more sense this way 2013-04-07 20:37:19 +02:00
Henrik Rydgård 381a77802c Merge pull request #1191 from raven02/patch-9
Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-07 02:04:05 -07:00
Unknown W. Brackets 0ca4e5f0a7 Implement the jump, call, and ret signals.
Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets 376ad80d76 Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets dac448dfae Implement the pause signal a bit better. 2013-04-06 09:59:24 -07:00
Unknown W. Brackets 8302780e98 These signals seem to skip the next FINISH, report. 2013-04-06 08:40:24 -07:00
Unknown W. Brackets 77311a121d Don't listsync until after the signal handler. 2013-04-06 08:36:03 -07:00
raven02 b03dfeb8a6 Clean up if-else 2013-04-06 22:28:38 +08:00
raven02 34f6a7512f Miss parenthesis in GE_TEXFUNC_BLEND 2013-04-06 22:24:04 +08:00
Unknown W. Brackets fb26941a27 Implement sceGeListSync(). 2013-04-06 02:30:38 -07:00
Unknown W. Brackets c0f20c2fdd If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets c57954a72e Implement sceGeDrawSync(). 2013-04-06 02:30:37 -07:00
Unknown W. Brackets 832edb0a8f Fix some x64 type conversion warnings. 2013-04-05 20:29:20 -07:00
Unknown W. Brackets 028cdbea43 Add some GPU related reporting. 2013-04-05 01:17:18 -07:00
Unknown W. Brackets ef1086413c Correct wait signal handling. 2013-04-05 00:32:35 -07:00
Unknown W. Brackets 2913bc063a Implement sceGeListDeQueue().
Doesn't seem often used, though.
2013-04-05 00:32:34 -07:00
Unknown W. Brackets 339b444703 Switch to a fixed size displaylist queue. 2013-04-05 00:32:34 -07:00
Unknown W. Brackets c986228d12 Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND. 2013-04-05 00:32:33 -07:00
Unknown W. Brackets 942eadb031 Always trigger interrupts on signal.
It seems likely the hardware does this.
2013-04-05 00:32:33 -07:00
Unknown W. Brackets 7aa6112c24 Keep a flag to indicate display list bailout. 2013-04-05 00:32:32 -07:00
niepodam 94c2f0cd9d Fix build with gcc 4.8.0 2013-04-04 19:16:15 +02:00
Henrik Rydgård f75db49faf Merge pull request #1174 from unknownbrackets/dlist-parts
More of Orphis' dlist rewrite (continue/break, status, errors)
2013-04-04 01:03:11 -07:00
Unknown W. Brackets 7738b42b9c Implement sceGeBreak()/sceGeContinue(). 2013-04-04 00:36:43 -07:00
Unknown W. Brackets 566b88bd63 Don't actually run sceGeListEnqueueHead right away. 2013-04-04 00:11:15 -07:00
Unknown W. Brackets 5336ae814d Return more correct values in sceGeDrawSync(). 2013-04-03 23:31:01 -07:00
Unknown W. Brackets 74441fdc07 Handle displaylist state more like the PSP.
All these changes from Orphis' hard work.  Things still looking good.
2013-04-03 23:05:54 -07:00
Unknown W. Brackets 15cb005a60 Always trigger FINISH and SIGNAL from END. 2013-04-03 08:16:43 -07:00
Unknown W. Brackets cd246d27c3 Count cycles in the GPU, rough guess at timing.
Doesn't actually do anything yet with the count, though.
2013-04-03 08:10:58 -07:00
Unknown W. Brackets 514bf93bf9 Don't trigger an interrupt when cb = -1. 2013-04-03 08:09:34 -07:00
raven02 fe5c3d778c Set min/mag filter to GL_LINEAR when disable mipmapping 2013-04-03 16:43:09 +08:00
Unknown W. Brackets 5bb006391c Android buildfix. 2013-04-03 00:57:08 -07:00