Commit Graph

9567 Commits

Author SHA1 Message Date
raven02 72286191a1 Fix alpha blending for HW transform 2013-01-15 08:24:04 +08:00
Henrik Rydgard 3931323f5b Commented out the wrong half of the RotateUVs check... 2013-01-14 21:41:39 +01:00
Henrik Rydgard 7271e3fcd5 Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP. 2013-01-14 20:44:11 +01:00
Henrik Rydgard 85afa9c036 Always specify all buffers for clearing. Missing one hurst, one extra doesn't. 2013-01-14 20:44:10 +01:00
Henrik Rydgård 21b93d33cd Merge pull request #405 from raven02/g3d-log
Add disable G3D log to option menu , make default false
2013-01-13 08:34:28 -08:00
Henrik Rydgard 590d94da9f Add basic stencil test functionality, shadows work in Wipeout. update native.
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard cf1b5a6911 Try to fix color masking problems. 2013-01-12 14:20:38 +01:00
Henrik Rydgard 60f9da3926 Add support for color masking. Improves the look of Wipeout greatly. 2013-01-12 12:52:00 +01:00
Henrik Rydgard 6c9d28205d Disable the LoggingDeadline. Uncomment if you want to use it. 2013-01-12 12:52:00 +01:00
raven02 908e4ecabf Revert AB for HW transform until find a better fix 2013-01-12 08:24:05 +08:00
Henrik Rydgard 5a2fc722f6 VBO buffer rotation. Helps a little on my Nexus S but perf is still bad. 2013-01-11 19:03:16 +01:00
Henrik Rydgard 29e422cbf1 Avoid flicker by not throwing away the last 3 FBOs. 2013-01-11 17:55:26 +01:00
Henrik Rydgard 6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard 7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
raven02 4e683911c7 Fix alpha blending for SW transform 2013-01-10 22:21:28 +08:00
raven02 79c9c29251 Fix alpha blending for HW transform 2013-01-10 22:19:06 +08:00
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
Lewis Robbins 64ee61a150 fixed compiling error 2013-01-10 08:02:55 +00:00
Lewis Robbins 4ae9ead2ce clean up of GPUCommon 2013-01-09 21:13:09 +00:00
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 d8d2246236 Implement sceGeGetMtx and sceGeGetCmd 2013-01-05 19:26:37 +01:00
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
Henrik Rydgard 972e4ea4e4 Warning fixes, prevent a possible (but unlikely) crash 2013-01-02 21:05:00 +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