Commit Graph
2049 Commits
Author SHA1 Message Date
Unknown W. Brackets 60cf5df571 Consider the texture changed when framebuf changes.
Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets 09f1c795e5 Pass around texture pointers, not addresses.
This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
raven02 ee3c3bca4a Add BindFramebufferDepth() 2014-01-20 22:03:12 +08:00
raven02 a132b54c01 Put depth copy as BindFramebufferDepth() 2014-01-20 22:02:20 +08:00
Unknown W. Brackets b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Unknown W. Brackets 3e7f749f6d Change the self message for separate reporting. 2014-01-20 01:07:01 -08:00
Unknown W. Brackets c412bbc09c Don't call SetTexture() in clear mode.
It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Henrik Rydgård 7d8b4b5cfe Merge pull request #5158 from unknownbrackets/softgpu
Fix a bunch of issues in line drawing in softgpu
2014-01-19 23:59:32 -08:00
Henrik Rydgård 1e360d5c0a Merge pull request #5153 from unknownbrackets/texcache2
Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Unknown W. Brackets 5a7d400f4b softgpu: Fix lines drawn upward or leftward. 2014-01-19 23:32:53 -08:00
Unknown W. Brackets 8271ec1a55 softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets 74c1b21b59 softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines.  Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets eeaeb91610 Disable scaling to odd multiples when unsupported.
May help #4000.
2014-01-19 21:14:21 -08:00
Unknown W. Brackets 9680a7ccc7 Allow texture scaling on changed textures.
But only if they don't change very frequently.  Should fix #1934.
2014-01-19 20:54:48 -08:00
Peter Tissen 2f7243b5eb Don't truncate spline/bezier through mode
Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.

This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).

This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Unknown W. Brackets 4bb6a77519 softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets 8f5fc4f079 softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
Unknown W. Brackets e216032a8c softgpu: Separate out texturing logic.
This way it can be applied to other primitives.  But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02 4c25bb0365 softgpu: Let's try doubling before alpha blend.
Fixes #5122.
2014-01-18 19:58:28 -08:00
Unknown W. Brackets 08eecba6ba softgpu: Refactor pixel drawing to avoid code dup. 2014-01-18 19:57:12 -08:00
Unknown W. Brackets 01090f4ce7 softgpu: Respect the texture filering option.
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
Unknown W. Brackets b95f9cf9d1 softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
2014-01-18 16:39:07 -08:00
Unknown W. Brackets 2e91adc607 Oops, revert software transform breakage.
It will deal with getting the coords right, including in projection modes.
2014-01-18 15:44:04 -08:00
Unknown W. Brackets 6eb493a842 Use 0 for texcoord when not specified in vertex.
Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133.

Also fixes #5124 for me.
2014-01-18 14:57:25 -08:00
Unknown W. Brackets 2347498667 x86jit: Use templates to avoid some void * casts.
Makes it a bit cleaner and potentially safer.
2014-01-18 09:57:13 -08:00
Henrik Rydgard da97a67526 Try a different approach to the problem in #5117 2014-01-16 22:52:14 +01:00
sum2012 016fa0cbff Fix Windows 64 bit gpu crash
Fix #2301 ,thanks @raven02
2014-01-16 22:01:38 +08:00
Henrik Rydgard c55578367f Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
Will later replace with a multiselect of different sizes, or something more advanced
like multitouch drag & zoom of the screen to get it exactly where you want it.
2014-01-16 00:22:39 +01:00
Henrik Rydgard d19d041640 GPU disasm: Show opcodes. Also disable some warnings and update submodules. 2014-01-15 17:00:20 +01:00
Henrik Rydgård 4fda9135da Log dimensions of framebuffer/texture collisions. Update native. 2014-01-14 10:51:45 +01:00
Unknown W. Brackets 6b0853c2e0 Report when texturing from the render framebuffer. 2014-01-14 01:14:06 -08:00
Unknown W. Brackets b9f4cc4481 Double colors only when texturing, and after test.
Per tests.
2014-01-12 11:45:29 -08:00
Unknown W. Brackets 4f585fd7a6 Fix a few minor typos. 2014-01-11 22:59:52 -08:00
Unknown W. Brackets 4ea4554ddf softgpu: detect a vram-relative display addr. 2014-01-11 09:51:32 -08:00
Unknown W. Brackets 55fe5a950e softgpu: rotate uvs in throughmode. 2014-01-11 09:51:09 -08:00
Henrik Rydgård 4d7b652f4f Merge pull request #5079 from raven02/patch-22
When mipmap disabled , maxlevel always 0 (set earlier)
2014-01-11 03:25:21 -08:00
raven02 271b680737 When mipmap disabled , maxlevel always 0 (set earlier) 2014-01-11 16:26:36 +08:00
Unknown W. Brackets d8e9ed73ab Fix a code alignment warning.
I'm not really clear on why this code would not be 4 byte aligned,
but cmake says it ain't on iOS, so okay.
2014-01-10 22:21:31 -08:00
Unknown W. Brackets 79864a5ee0 Fix some initialization order warnings. 2014-01-10 22:21:24 -08:00
Henrik Rydgard ad951bc0d4 Symbian buildfix 2014-01-06 19:21:27 +01:00
Henrik Rydgard 43a93f086d Enable depth buffer copies on GLES3 devices without breaking any desktop 2014-01-06 18:03:57 +01:00
Henrik Rydgard aaf219d063 Only copy the depth buffer if the framebuffer size matches. 2014-01-05 13:00:57 +01:00
Unknown W. Brackets 2a56c76f55 Fix crash in non-buffered rendering. 2014-01-04 17:29:00 -08:00
Unknown W. Brackets 202842d690 On desktop, blit depth when not cleared.
Workaround for #1283, makes Jeanne d'Arc playable.
2014-01-04 11:27:01 -08:00
Henrik Rydgård 431395eceb Merge pull request #4905 from raven02/patch-23
Bind framebuffer to 0 if framebuffer status is incomplete
2014-01-03 03:47:42 -08:00
Henrik Rydgård 9281fccacd Merge pull request #4939 from unknownbrackets/texcache
Add two options to adjust the texture cache
2014-01-02 08:32:59 -08:00
raven02 164a6846b0 Indentation fix 2014-01-02 20:24:57 +08:00
raven02 5f5220b608 Revert acf4562 2014-01-02 20:17:58 +08:00
Henrik Rydgård 946b4c4a60 Merge pull request #4974 from raven02/patch-31
Exclude viewport restore for PowerVR GPU
2014-01-02 03:22:52 -08:00
raven02 6467c70f08 Exclude PowerVR chipset only 2014-01-02 19:21:22 +08:00