Commit Graph
9567 Commits
Author SHA1 Message Date
Unknown W. Brackets c323a89c8d Match the lighting/alpha logic in the sw transform. 2013-02-03 00:10:40 -08:00
Henrik Rydgard 00f9c97479 Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
2013-02-02 23:48:22 +01:00
Henrik Rydgard ec7dd1f5b1 Merge branch 'master' into framebuffer-texture 2013-02-02 13:42:44 +01:00
Henrik Rydgard 510f1ac3f4 Some misc GE constant renames / disasm 2013-02-02 13:40:26 +01:00
Henrik Rydgard 0769a1d3e8 I think I finally understood how origin-relative GE jumps are supposed to work. 2013-02-02 13:38:34 +01:00
Henrik Rydgard 78906531f9 Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before. 2013-02-02 12:38:25 +01:00
Henrik Rydgard 76acd62e6e Try to adjust texture size for fbo dimension 2013-02-02 12:37:41 +01:00
Henrik Rydgard a0c0d6a977 Initial support for texturing from framebuffers. 2013-02-01 00:18:23 +01:00
Henrik Rydgard 02936d5090 Don't use palette addr to build the cache key if the texture doesn't use one. 2013-02-01 00:02:50 +01:00
raven02 d29245d007 Fix viewport resize 2013-01-31 19:19:45 +08:00
Unknown W. Brackets e8519a8a9b Walk a pointer in texture reading too. 2013-01-31 00:49:18 -08:00
Unknown W. Brackets 63ef98a994 Use pointer walking and sizeInRAM for texture hash. 2013-01-31 00:30:48 -08:00
Unknown W. Brackets 8bf5189324 Looks like these should be pos/nrm/col. 2013-01-31 00:02:52 -08:00
Unknown W. Brackets 39663a1409 Check RET isn't hit right away for safety. 2013-01-31 00:02:52 -08:00
Henrik Rydgard 64a376516e Move all the framebuffer management out into its own file. 2013-01-30 21:09:53 +01:00
Henrik Rydgard 3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Unknown W. Brackets c81d296534 Use memcpy also in Step_Color8888(). 2013-01-29 08:45:04 -08:00
Unknown W. Brackets 661c7132c4 Don't check that the pc is valid every single op. 2013-01-29 08:19:07 -08:00
Henrik Rydgard 366583d34f Align some vertex arrays to page size. It's said to possibly be beneficial. 2013-01-29 00:48:13 +01:00
Henrik Rydgard 4f8cdb8370 Delete now-unnecessary (hopefully) sanity check 2013-01-28 19:29:12 +01:00
Henrik Rydgard 4773f20fad Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
Henrik Rydgard d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Henrik Rydgard 8b180513cb Assorted GPU cleanup/fixing (fbo, vbo draw type) 2013-01-26 21:39:36 +01:00
Unknown W. Brackets 6e403be006 Skip a double map lookup.
Profiler says this was taking extra time.  Only saves 0.23%.
2013-01-26 11:36:45 -08:00
Henrik Rydgard 0930b5b587 Typo + warning fix 2013-01-25 19:08:28 +01:00
Henrik Rydgard 8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard 7a5aa60b3a Disasm GE_CMD_REVERSENORMAL 2013-01-25 18:29:13 +01:00
raven02 104dfcb6e4 Fix too dark issue in-game 2013-01-25 21:15:56 +08:00
Unknown W. Brackets 81225e0f09 Fix flicker caused by using the wrong fbo. 2013-01-24 21:36:28 -08:00
Henrik Rydgard b1bbbc44fc Add enable/disable dithering. Respect chosen framebuffer color depth. 2013-01-23 23:04:09 +01:00
Henrik Rydgard a7bc2ea120 Clearing FBOs on bind was a bit too aggressive an optimization. 2013-01-23 08:31:29 +01:00
Henrik Rydgard dbdd461a53 Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
2013-01-22 22:27:03 +01:00
Henrik Rydgard e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Henrik Rydgard 14d26141a5 TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range. 2013-01-22 22:03:39 +01:00
Henrik Rydgard b30ab91379 GCC fix 2013-01-21 19:19:41 +01:00
Henrik Rydgard 2f0cf82f72 Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +01:00
Xele02 77af8f4727 Change cast which break build on linux 2013-01-21 01:25:48 +01:00
Henrik Rydgard 784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00
Henrik Rydgard 3b8ea62b05 Cannot cache vertices when morph is enabled. 2013-01-20 22:48:29 +01:00
Henrik Rydgard e15b580df6 Avoid using an element buffer in more cases. 2013-01-20 22:42:38 +01:00
Henrik Rydgard d9c9a9102a Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
2013-01-20 22:05:11 +01:00
Henrik Rydgard 611fb3536f Try to use glDrawArrays in more situations, saving us a buffer. Misc. 2013-01-20 21:52:54 +01:00
Henrik Rydgard 8b4deb93ce Merge branch 'master' into vertexcache 2013-01-20 19:18:52 +01:00
Henrik Rydgård b93f974ff1 Merge pull request #423 from raven02/hw
Fix alpha blending for HW transform
2013-01-20 08:22:31 -08:00
Henrik Rydgard 1b1a275dcc GPU "dirty" optimization, wip vertexcache 2013-01-20 13:15:46 +01:00
Henrik Rydgard 04860322f4 Merge branch 'master' into vertexcache 2013-01-20 11:30:11 +01:00
raven02 139932f7a0 Revert color0 to be original 2013-01-20 12:41:47 +08:00
Unknown W. Brackets 140fd171ef Fix some 64-bit type conversion warnings. 2013-01-19 13:48:20 -08:00
Henrik Rydgard 201e1ea0bc Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet. 2013-01-19 19:22:15 +01:00
Henrik Rydgard 8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00