Commit Graph
38 Commits
Author SHA1 Message Date
Unknown W. Brackets 089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets 1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
Henrik Rydgard 8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgård 8d84c912eb Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets 8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets 4b978ed6f9 Apply unsupported blending modes in the shader.
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets e4dc702d68 Schedule the FBO blit during multithreading.
This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -07:00
Unknown W. Brackets 8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets 424d93e9a9 Separate out the fog color/coef executes. 2014-04-21 22:56:54 -07:00
Unknown W. Brackets 38b92e48ec Fix uniform dirtying on colortest mask. 2014-04-21 22:54:17 -07:00
Unknown W. Brackets 1bbd3d04af Move the light params to separate funcs. 2014-04-21 22:47:44 -07:00
raven02 abc5c86339 Split out texture level 2014-04-19 06:45:17 +08:00
Unknown W. Brackets 1e61fd7a02 Split out the clutformat cmd as well. 2014-04-17 22:57:02 -07:00
Unknown W. Brackets 90365943ff Split out the bounding box and stencil test cmds. 2014-04-17 22:54:23 -07:00
Unknown W. Brackets b953ff8f33 Split out viewport type commands. 2014-04-17 22:49:09 -07:00
Unknown W. Brackets 5ed851204c Split out a few more common cmds. 2014-04-17 22:41:37 -07:00
Unknown W. Brackets 5ba924225e Move out texformat as well. 2014-04-17 08:29:44 -07:00
Unknown W. Brackets 7d34c20418 Split out the texscale/offset cmds. 2014-04-17 08:26:38 -07:00
Unknown W. Brackets e8f42f069e Split out some texture and testing cmds. 2014-04-17 08:18:43 -07:00
Unknown W. Brackets fbe28dbeef Move spline and bezier as well to separate funcs. 2014-04-17 08:09:44 -07:00
Unknown W. Brackets 12716afce2 Move out block transfer too, common in GoW. 2014-04-17 08:05:16 -07:00
Unknown W. Brackets 130c11c518 Move matrix loads to separate op cmds. 2014-04-17 08:00:01 -07:00
Unknown W. Brackets 49738a4d9f Keep flags and func together.
Seems not to make a big difference, though.
2014-04-17 01:36:24 -07:00
Unknown W. Brackets c90f3a3e80 Split out more of the top GE cmd funcs. 2014-04-17 01:18:53 -07:00
Unknown W. Brackets 9851400681 Move a few GE cmds to separate funcs.
2% improvement in God Eater 2.
2014-04-17 01:18:52 -07:00
Unknown W. Brackets e06c135be4 Allow individual cmd funcs to be called.
Rather than a single one, ExecuteOpInternal().  This allows less "huge
switch" code organization, and will (once separated) also improve speed.
2014-04-17 01:18:51 -07:00
Unknown W. Brackets a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
Unknown W. Brackets 0a880b09ad Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
Unknown W. Brackets d35717f5a8 Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Unknown W. Brackets fcc77f525f Implement some basic vertex previews on prim.
3D doesn't work correctly (sometimes it does...)  2D should be working.
2013-11-17 13:27:50 -08:00
Unknown W. Brackets 78400fd460 Avoid some dereferencing in gpu FastRunLoop. 2013-11-06 07:50:16 -08:00
Henrik Rydgard a88ab80477 Only clear the shader cache when toggling "Disable alpha test" 2013-10-22 14:34:16 +02:00
Henrik Rydgård 39d28c27e2 Update native with gl shutdown fix (helps orientation change).
This also adds some logging that helped me figure things out.
2013-10-09 16:09:16 +02:00
Unknown W. Brackets 14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets 81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
Unknown W. Brackets 6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Henrik Rydgard a3fa3c9c2d Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
2013-08-23 13:36:55 +02:00
Henrik Rydgard d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00