Commit Graph
81 Commits
Author SHA1 Message Date
Henrik Rydgard 37f28ab4eb Buildfix (?) 2012-11-28 17:09:19 +01:00
Henrik Rydgard 7a7548a70f Warning fixes etc 2012-11-28 16:20:38 +01:00
Henrik Rydgard 5fb8e6dfb0 DXT textures now mostly working-ish (work left to do on alpha for DXT3/5) 2012-11-28 16:12:29 +01:00
Henrik Rydgard 6ff2964170 Fix mistake in gpu signals, add more logging 2012-11-28 14:01:28 +01:00
Henrik Rydgard 980d13fe50 Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup. 2012-11-28 13:45:22 +01:00
Henrik Rydgard a74af8f372 Some new NIDs, log fix, very minor bugfix. 2012-11-27 11:40:30 +01:00
Henrik Rydgard 2822ce2737 Temporarily disable most of the viewport code as it broke some games. Kept the flip detection. 2012-11-26 20:38:26 +01:00
Henrik Rydgard d8c92caad9 Safer matrix loading. Change default G3D log level from Notice to Error. 2012-11-26 18:04:34 +01:00
Henrik Rydgard 870ea6628b Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working). 2012-11-26 17:35:08 +01:00
Sacha b76152d88a Use gl_common from native. 2012-11-26 20:38:39 +10:00
Henrik Rydgard ec55fac3cd Float TC coordinates apparently work in through mode. Add one more special case for blending. 2012-11-26 11:34:23 +01:00
Sacha 5019462317 iOS Support
Preliminary iOS support using new framework.
2012-11-26 14:06:35 +10:00
Sacha 3c903dda24 Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes. 2012-11-26 13:25:14 +10:00
Henrik Rydgard 1a7ca88df4 Fix some black textures 2012-11-26 01:21:14 +01:00
Florent Castelli fd76b2bb15 Fix ordering in gpu state struct 2012-11-25 18:15:30 +01:00
Henrik Rydgard c0075d8322 Special case for GL_ZERO blend factor too. Don't log on "sync". 2012-11-25 17:48:05 +01:00
Florent Castelli 2f39496ec5 Use ambient material color when no color in the vertex
Fixes color in celshading demo
2012-11-25 17:45:50 +01:00
Henrik Rydgard 4b67f22072 Fixes to usage of gl state stuff 2012-11-25 17:21:23 +01:00
Henrik Rydgard d0f829353d Support FIXA and FIXB blend factors as well as possible. 2012-11-25 15:49:37 +01:00
Henrik Rydgård fc453c979f MacOSX buildfix. Doesn't run right yet though. 2012-11-25 12:25:07 +01:00
Florent Castelli 4143801891 Handle depth range (zmin, zmax) in a hackish way 2012-11-25 00:15:21 +01:00
Unknown W. Brackets 8971ff7e99 Don't log texture cache evictions. 2012-11-24 11:00:29 -08:00
Unknown W. Brackets 11868f26a9 Cache textures based on more parameters.
This makes Tales of Eternia run much faster.
2012-11-24 10:58:10 -08:00
Unknown W. Brackets 8e09869ac2 Invalidate the texcache without restarting loop. 2012-11-24 10:43:16 -08:00
Florent Castelli 56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard b964516669 Fix clear mode, turn Alpha Test back on 2012-11-23 12:43:31 +01:00
Henrik Rydgard e92e919926 Fix problems with additive blending, fix color doubling.
Greatly improves MotoGP among others.
2012-11-23 01:26:12 +01:00
Henrik Rydgard d141d205f8 Delete old textures, to prevent memory usage from growing indefinitely. 2012-11-22 23:07:15 +01:00
Henrik Rydgard 02a94e52ee Do GPU ram<->vram block transfers. Could be smart enough to clear textures from cache but isn't yet. 2012-11-22 20:57:41 +01:00
Henrik Rydgard 8f33837de9 Bug fixing mtv/mfv, add comment 2012-11-22 20:14:24 +01:00
Henrik Rydgård 2a56d36b12 glViewport calls need to be in pixel coordinates. 2012-11-20 16:48:24 +01:00
Henrik Rydgard 4b87da74cb windows gui option for buffered rendering. Misc fixes, prettier checkbox on android. 2012-11-20 11:35:48 +01:00
Henrik Rydgard f378f959e1 Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
Henrik Rydgard 8a6d151df5 ALPHA_TEST doesn't exist on OpenGL ES 2.0 2012-11-20 00:35:14 +01:00
Henrik Rydgard ee32db47b9 Assorted FBO fixes 2012-11-20 00:31:19 +01:00
Henrik Rydgard 4a49b8ee36 Workaround for motogp setting a bogus framebuffer address. 2012-11-19 23:53:38 +01:00
Henrik Rydgard 8b67975a47 GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others. 2012-11-19 23:29:14 +01:00
Henrik Rydgard 91e1cce17e Some reorg in preparation for FBO work 2012-11-19 21:23:29 +01:00
Henrik Rydgard d572d40c36 More warning fixing 2012-11-18 23:35:02 +01:00
Henrik Rydgard fa05713456 misc cleanup 2012-11-18 23:14:50 +01:00
Henrik Rydgard 9ec858a64d Bugfix an 8-bit indexed texture format 2012-11-18 18:47:29 +01:00
Henrik Rydgard 75412b064b Implement sceUtilityMsgDialog 2012-11-18 17:51:14 +01:00
Henrik Rydgard 5596b98529 Get rid of opengl include from sceDisplay.cpp 2012-11-18 13:14:22 +01:00
Henrik Rydgard e37a1fb1d3 Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00
Henrik Rydgard a6eb25b58c Disable blend on clear mode 2012-11-18 02:48:15 +01:00
Henrik Rydgard 423bba5d8d Some optimization and minor fixes 2012-11-17 15:06:10 +01:00
Henrik Rydgard ba171c8360 Fix scaling for 16-bit UVs 2012-11-16 17:19:28 +01:00
Henrik Rydgard 4c1ae9e81c Do indexed draws properly with glDrawElements where possible. Fix sprite culling issue (winding order). 2012-11-16 16:43:16 +01:00
Henrik Rydgard 7c9107030d Speed up T&L by only transforming/lighting each vertex once, for indexed draws 2012-11-16 16:19:37 +01:00
Henrik Rydgard e627e1aeb2 Culling and decode fixes.
Road is visible in MotoGP
2012-11-16 15:35:41 +01:00