Henrik Rydgard
c5c3189436
Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
2013-04-27 20:06:31 +02:00
Henrik Rydgard
6f4ad05582
Remove some unused code, add some stubs to vfpu jit, some cleanup
2013-04-27 19:35:42 +02:00
Henrik Rydgard
660d5700e7
Unify some VS project settings
2013-04-27 19:34:41 +02:00
Henrik Rydgard
e3f183bc28
ColorDouble needs to be in the fragment shader ID
2013-04-27 18:33:56 +02:00
Unknown W. Brackets
9fa4725f67
Mask clut indexes for > 8-bit clut indexes.
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Fixes #1532 .
2013-04-27 01:19:09 -07:00
Unknown W. Brackets
46ab5cd0f7
Fix typo in GeDisasm texture format.
2013-04-25 07:49:51 -07:00
Unknown W. Brackets
7405b050be
Revert secondary texture cache.
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This reverts commits 5d978fc626 ,
6a7722283c ,
fd34a2e74d ,
5bdf91ea43 ,
223bb6795a , and
e2a9813d82 .
2013-04-25 07:48:54 -07:00
Henrik Rydgard
6f23a56779
Remove use of setlocale() in Osk as I could not figure out the purpose, and it broke stuff.
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If this is actually needed, please send a pull request adding it back, turning it off when not used, and also add an explanation in a comment.
2013-04-25 10:42:31 +02:00
Henrik Rydgard
1965775c5a
Ugly workaround for locale issue breaking HW transform for some people
2013-04-24 23:30:09 +02:00
Unknown W. Brackets
0b9de18f8c
Small optimization to morph vertex step funcs.
2013-04-24 08:19:42 -07:00
Unknown W. Brackets
6a7722283c
Hash textures using cityhash rather than adding.
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It should be more accurate, and for some games is faster.
For most it seems not hugely different.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5d978fc626
Fix second texture cache key, duh.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
fd34a2e74d
More aggressively decimate the second texcache.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5bdf91ea43
Use a secondary texture cache for hash failures.
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Animation is pretty common in 2D games, keep it cached.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
223bb6795a
Don't rehash a non-matching texture.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
e2a9813d82
Basic mechanics for a secondary texcache, cleanup.
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No need to set these values upon resuse.
2013-04-24 01:52:35 -07:00
Unknown W. Brackets
6be092b4de
Make sure to print all GE command data in disasm.
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Even if part of it shouldn't be used, if it is, that may be important.
2013-04-23 08:08:11 -07:00
Unknown W. Brackets
4075295327
Show more vertex type info in the GE frame dump.
2013-04-23 07:00:37 -07:00
Unknown W. Brackets
9208f6389d
Avoid calling time_update in GE w/o debug stats.
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Just wastes time, especially if the game hammers sceGeListUpdateStallAddr,
which many games do.
2013-04-22 22:04:27 -07:00
Unknown W. Brackets
85a23dac63
Avoid framebuffer lookups for repeated prims.
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There are usually many prims per framebuffer. This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
Unknown W. Brackets
b84dadfd3a
Add NOP to GE disasm.
2013-04-22 22:04:26 -07:00
Unknown W. Brackets
bf808064b2
Add a function to pretty-print vertex type.
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For easier debugging.
2013-04-22 22:04:26 -07:00
Henrik Rydgard
5f1ed03165
Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
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This reverts commit a265569928 , reversing
changes made to 06999ae649 .
2013-04-21 21:09:02 +02:00
Henrik Rydgard
e877821cca
Turn off the single-strip optimization for software transform as it doesn't work yet.
2013-04-21 19:32:57 +02:00
Henrik Rydgard
628c223234
GPUCommon: Get rid of prev variable.
2013-04-21 19:32:56 +02:00
Unknown W. Brackets
b54eb41041
Don't signal again if a PAUSE handler unstalls.
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Basically, if the handler calls sceGeListUpdateStallAddr(), and it hits
a finish (which it might), before we were triggering another PAUSE.
THat's wrong, it should just be a FINISH as usual.
2013-04-20 20:15:47 -07:00
Henrik Rydgard
dd0088e6b8
Fix strange offset of skinned meshes in HW transform (helmet outside body etc)
2013-04-20 23:37:07 +02:00
Henrik Rydgard
b52d21bd4a
Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices.
2013-04-20 23:37:07 +02:00
Henrik Rydgard
70bb4e1c85
Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
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I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
raven02
4a8d3c331a
Consolidate DIRTY_MATAMBIENTALPHA/DIRTY_MATSPECULAR
2013-04-20 22:46:25 +08:00
BeaR
191199a8d0
Fix vertex shader compilation
2013-04-18 19:34:24 +02:00
BeaR
de7c1ef327
Correct ambient light
2013-04-18 17:36:20 +02:00
BeaR
9027e5018b
Handle zero-length vectors when normalizing
2013-04-18 17:36:20 +02:00
Henrik Rydgard
42e4dc897e
Add most Japanese kanji, the brute force way.
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Hope everything supports 2048x2048 textures.
2013-04-18 14:59:00 +02:00
Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00
Henrik Rydgard
b12fc6e7aa
UTF8-enable PPGE and add hiragana and katakana, let's see if this is enough.
2013-04-17 20:51:02 +02:00
Unknown W. Brackets
7b6f7abf42
Swap buffers after unswizzling, it's faster.
2013-04-17 01:07:00 -07:00
Unknown W. Brackets
4e4861a104
Optimize common cases for unswizzled indexed tex.
2013-04-16 23:36:56 -07:00
Unknown W. Brackets
8d55445b28
Optimize texture unswizzling by walking pointers.
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Also fix rowWidth = 1, there's no way that was correct, it wasn't even
increasing the address it was reading from.
2013-04-16 23:36:55 -07:00
Henrik Rydgard
382e1df04c
Merge branch 'shader' of https://github.com/cinaera/ppsspp into cinaera-shader
2013-04-16 21:31:14 +02:00
Henrik Rydgard
98daf18d56
Add skeleton code for Windows multitouch, to be filled in by someone who can test :P
2013-04-16 21:14:46 +02:00
BeaR
8cc3f01b7b
Use correct state for lmode
2013-04-16 19:22:18 +02:00
BeaR
c9daf8df7b
Cleanup and fix vertex shader
2013-04-16 19:01:18 +02:00
Unknown W. Brackets
f86e01707f
Use a struct for the GE stack entries, cleaner.
2013-04-15 23:06:56 -07:00
Unknown W. Brackets
7b184602df
Remember the GE offset in the stack on call/ret.
2013-04-15 22:20:49 -07:00
Henrik Rydgard
ea11c36091
Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
2013-04-15 22:57:54 +02:00
Henrik Rydgard
cbbc4e2c9e
Reset gstate_c.offsetAddr on RET. Fixes some "CALL to illegal address"
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(as seen in Flatout for example).
2013-04-15 22:24:30 +02:00
BeaR
f7739ccdc2
Apply attenuation to ambient light
2013-04-15 19:11:26 +02:00
Henrik Rydgard
af06611691
Fix bug in ServerHostname found by MSVC's debug allocator. Sneak in a comment.
2013-04-14 10:04:07 +02:00
Henrik Rydgård
c8238a1a05
Merge pull request #1024 from raven02/patch-3
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Fix buffered mode broken in MotoGP
2013-04-14 00:46:42 -07:00