Commit Graph
1213 Commits
Author SHA1 Message Date
danyalzia 88c36b5b25 Add Auto-texture scaling
Update resource.h

Update WndMainWindow.h

Update WndMainWindow.cpp

Update ppsspp.rc

position fix

Update TextureCache.cpp

Update TextureCache.cpp
2013-10-11 18:30:06 +05:00
Henrik Rydgård e7a9661cad Fix stupidest crash bug ever. How the hell did this work on any platform? 2013-10-10 23:32:04 +02:00
Henrik Rydgard b832508c4b Let's put the stencil parameters in the right order.. 2013-10-10 21:41:00 +02:00
Henrik Rydgard 5c8a74d911 Stencil rectangle clears: Take the value from the second vertex. 2013-10-10 21:36:32 +02:00
Henrik Rydgård ae94e5c078 Must reset lastShader after swtiching shaders outside the "framework". 2013-10-10 20:11:57 +02:00
Henrik Rydgård d696e5b02f Try a different heuristic for the bezier subdivision factor 2013-10-10 17:49:29 +02:00
raven02 7bf6f6411c Set stencil ref value to 255 (8 bitplanes) 2^8-1=255 2013-10-10 21:59:37 +08:00
Henrik Rydgard 5c3f6bae25 Prescale UV bugfixes 2013-10-09 23:09:16 +02:00
Henrik Rydgård 95fda8dffa Set line width in constructor too. 2013-10-09 19:01:28 +02:00
raven02 23b817f86c Use glLineWidth/glPointSize to specify the width of rasterized lines and size of points. 2013-10-09 19:01:21 +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
Henrik Rydgård 6d6ea77df2 Add comments (speedup plans for GLES) and reformat a bit (no changes) 2013-10-09 11:56:46 +02:00
Henrik Rydgård ab759a9350 If bPrescaleUV is enabled, no need to flush on change of these params.
Also disable the QCOM hint, not sure it does any good at all.
2013-10-09 10:44:12 +02:00
Henrik Rydgård 31f5610292 Disable the glTexStorage2D path for now, too many issues. 2013-10-09 09:44:23 +02:00
Henrik Rydgard 4c2c015774 Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
It's actually quite beneficial in some games, can substantially reduce
glUniform4fv calls.

Also throw in a second shot at glDrawRangeElements.
2013-10-08 22:59:40 +02:00
Henrik Rydgard 7a0b1e40c6 Update native (making GLES3 features possible on desktop). Minor optimization. 2013-10-08 21:50:43 +02:00
Henrik Rydgård 0a4750909e Try to avoid unnecessary calls to glEnable/DisableVertexAttribArray 2013-10-08 17:47:47 +02:00
Henrik Rydgård 4b019bfcbb Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
Sigh.

Also remove some logging.
2013-10-08 17:26:33 +02:00
Henrik Rydgård 0ecac31abd Use glBindAttribLocation to simplify shader usage a little. 2013-10-08 17:18:59 +02:00
Henrik Rydgård df29da0b13 GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading 2013-10-08 15:00:48 +02:00
Henrik Rydgård 2362640346 Merge pull request #4072 from raven02/patch-25
GLES: Add GE_CMD_ZWRITEDISABLE to ZTEST section
2013-10-08 01:53:00 -07:00
Unknown W. Brackets f1f526f8cd Add some additional unknown cmds to reporting. 2013-10-08 00:34:17 -07:00
raven02 bf64df71f9 GLES: Add GE_CMD_ZWRITEDISABLE to ZTEST section 2013-10-08 09:29:51 +08:00
Henrik Rydgard f645988b8f More precision annotations in shader generators, other microoptimizations 2013-10-07 20:15:00 +02:00
Unknown W. Brackets a0d84d45cc Flip the texture preview when it's a framebuffer. 2013-10-07 00:38:46 -07:00
Unknown W. Brackets 3af88b1e4e Show the stencil buffer properlyish in ge debugger. 2013-10-06 22:17:55 -07:00
Unknown W. Brackets d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
Henrik Rydgård 92a2f2d0f0 Merge pull request #4049 from unknownbrackets/gpu-minor
Skip bounding box when set to 0
2013-10-05 23:03:08 -07:00
Unknown W. Brackets dcdf730407 Fix a possibly wrong framebuffer pointer. 2013-10-05 17:19:52 -07:00
Unknown W. Brackets a5e9c3b10a Get stencil/depth reading for ge debugger.
Possibly works on NVIDIA only...
2013-10-05 17:19:17 -07:00
Unknown W. Brackets 01c84caffc Skip bounding box when set to 0.
VectorTD does this, for example, and it seems innocent, just resetting all
cmds.  Not sure what it should set the flag to, though.
2013-10-05 15:41:44 -07:00
Unknown W. Brackets 49bd553238 Avoid some shadowing warnings. 2013-10-05 11:13:39 -07:00
Sacha 424a24366c Buildfix for Symbian. 2013-10-05 02:51:56 +10:00
Henrik Rydgard bfd30886b7 Save a few GL calls per frame on Tegra using NV_draw_texture 2013-10-01 16:22:55 +02:00
raven02 90e77f8c30 Remove duplicate comment 2013-10-01 14:04:48 +08:00
raven02 7f3a3ccd6c Projection mapping : Initialize z as 1.0f 2013-10-01 09:01:38 +08:00
Henrik Rydgård 6b3d78adfc glDrawRangeElements seems to cause problems in monster hunter? 2013-09-30 13:22:17 +02:00
Henrik Rydgård add0350b56 Merge pull request #3967 from raven02/patch-17
Quick fix FF4 CC missing title text in framebuffer-to-memory mode
2013-09-30 03:39:47 -07:00
Henrik Rydgård a95a1a914c Merge pull request #3992 from unknownbrackets/savestates
Add rewind functionality only (no UI)
2013-09-30 01:52:49 -07:00
Henrik Rydgard f48e0af235 Better check for blendmode 2013-09-30 10:17:23 +02:00
Henrik Rydgard e65d0b4791 Use EXT_blend_minmax when available. Minor tweaks. 2013-09-30 10:12:10 +02:00
Unknown W. Brackets 9e1e64d62e Swap render targets when drawing spline/beziers. 2013-09-29 23:31:07 -07:00
Unknown W. Brackets d7622869a9 Warning fix. 2013-09-29 20:28:19 -07:00
Unknown W. Brackets 506180fd07 Cut down texcache cap to 512.
This will make textures rehash 4x more often if they seem to be static.

Previously, 2048 for a 30 fps game meant 69 seconds before it would notice
a change.  This is really long for fonts that get missed sometimes.

This takes that down to 17.5 seconds.  Still quite a while, but something
a normal person is much more likely to wait for.

Hopefulyl won't hurt performance much normally.
2013-09-29 15:26:56 -07:00
Unknown W. Brackets f667d26814 Fix texcache rehash backoff.
If a texture was reused (with other textures in between) several times per
frame, it would be rehashed more frequently than it should be.

Also tries to avoid rehashing several textures on the same frame if they
do not change.
2013-09-29 15:24:02 -07:00
Unknown W. Brackets 0aa263511d Don't clear the GPU caches on savestate, just load.
And maybe it's not even fully necessary on load...
2013-09-29 13:19:32 -07:00
Henrik Rydgard 99a7ff0973 Fix shader generation issue for desktop PowerVR chips - are there still such things???
Seen in our automatic reports.
2013-09-29 11:17:12 +02:00
raven02 50de251aa2 Fix few crashes when vfb->fbo is null when using GE debugger 2013-09-29 13:03:36 +08:00
raven02 6c1017c45e Render-to-texture : Remove no longer valid game list comments 2013-09-29 10:52:29 +08:00
Henrik Rydgard a5d30d2f02 Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too... 2013-09-28 23:51:10 +02:00