Commit Graph
597 Commits
Author SHA1 Message Date
Unknown W. Brackets 3a769bb047 Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Unknown W. Brackets b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets 5cea38e405 Reporting: catch information about the GPU. 2013-04-29 00:26:43 -07:00
Unknown W. Brackets acd0b471e7 Make sure that x64 uses all the same opt settings.
There were some differences.  Also, make debug use the same sse mode
release does so they have parity.
2013-04-28 22:22:01 -07:00
Unknown W. Brackets 46e5b84242 Small opt. for common immediately stalled list. 2013-04-28 14:56:38 -07:00
Unknown W. Brackets 597cdbca3f Simplify, don't let InterpretList do downcount. 2013-04-28 14:30:28 -07:00
Unknown W. Brackets 1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
Unknown W. Brackets 5a03888b56 Centralize state and pc changes in the GE.
To make later things easier.
2013-04-28 13:34:29 -07:00
Unknown W. Brackets f6287cb33d Resize the tex buffers to the larger of w/bufw.
Since it's rearranging, it needs the larger, and it might be in place too.
2013-04-28 13:17:01 -07:00
Unknown W. Brackets 89ad3fb41a Swap a couple Unchecked loops for Memcpy calls.
Should be the same or faster, seems clearer anyway...
2013-04-28 11:33:14 -07:00
Unknown W. Brackets 880af79caa Get rid of the duplicate texture decode func.
Just need one, really.
2013-04-28 11:26:00 -07:00
Unknown W. Brackets d0733562f1 Optimize clut reading a tiny bit, use one func. 2013-04-28 11:25:59 -07:00
Unknown W. Brackets 4fe0f59bd7 Fix some missing texture buffer resizes.
I think this is all of them...
2013-04-28 11:25:59 -07:00
Unknown W. Brackets 13aeb9e67f Get rid of the cluthash in the texcache.
It's part of the key now, and better anyway.
2013-04-28 02:40:57 -07:00
Unknown W. Brackets 0cd65102af Cache cluts by hash not address.
This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
2013-04-28 02:38:59 -07:00
Unknown W. Brackets 394a8eaf9e Small optimization to typical 4-bit textures.
These aren't used that often, but this makes them a bit faster.

It also looks cleaner, imho.
2013-04-28 01:53:24 -07:00
Unknown W. Brackets 9427f352c3 Fix black screen when fbo set in first frame.
Because BeginFrame() is actually only called after the first frame.
2013-04-27 15:46:10 -07:00
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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