Commit Graph
662 Commits
Author SHA1 Message Date
Henrik Rydgard 0d0148dad3 Change check in DoBlockTransfer to catch some more videos. 2013-06-06 10:30:05 +02:00
Henrik Rydgard e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
Henrik Rydgard be483a1aa6 Another framebuffer / displayptr fix. 2013-06-06 00:30:42 +02:00
Henrik Rydgard 9ae044de43 Keep a separate pointer for non-VRAM displayptr. Fixes GTA intro movie while still not breaking MotoGP. 2013-06-06 00:01:43 +02:00
Henrik Rydgard 443e9eca8e DrawPixels: Avoid copying in the common case. 2013-06-05 23:32:04 +02:00
Henrik Rydgard 44042b0ef9 Detect a method that some games use to get video on the screen. No more need to turn on raw framebuffer in these cases (this may not catch all of them). 2013-06-05 23:03:42 +02:00
Henrik Rydgard 2221f221e3 Only create backing texture for DrawPixels when needed. 2013-06-05 23:03:23 +02:00
Unknown W. Brackets d3e488400c Multiply by the base color in ambient lighting.
JPCSP seems to do it this way.  Fixes #1692, and makes it consistent with
specular and diffuse, which seems right.
2013-06-04 22:54:19 -07:00
Sacha f825a07650 Move C++11 functions to std namespace. 2013-06-02 22:27:37 +10:00
Sacha b39a572043 Buildfixes.
Fix C++11 usage.
Remove redundancy.
Fix st_*time re-usage.
2013-06-02 13:26:39 +10:00
Henrik Rydgård 0e65c23346 Merge pull request #2020 from oioitff/mpeg-support
Rewrite some core functions for sceMpeg with ffmpeg.
2013-06-01 14:24:48 -07:00
oioitff a7657c5a70 Fix a tiny bug in Framebuffer.
Prepare for showing video images.
2013-06-02 01:28:23 +08:00
Henrik Rydgard ab4987bc20 Update to latest version of "native" 2013-05-31 23:10:58 +02:00
Unknown W. Brackets c115a6f36c Don't report alphatest masks for always/never. 2013-05-31 10:40:39 -07:00
Unknown W. Brackets 9c85bd92e4 Show statistics for GPU cycles executed per frame. 2013-05-31 10:40:16 -07:00
raven02 a945cf0e13 Fix incorrect texture in Dragon Ball Z Shin Budokai 2 2013-05-31 23:00:35 +08:00
King_DuckZ 61500281a9 Warning fix on Intel compiler. 2013-05-30 15:42:11 +02:00
King_DuckZ 1455452850 Trailing whitespaces removed. 2013-05-30 15:42:11 +02:00
Henrik Rydgard 2d8632cd7a Remove texture coordinate difference between HW and SW transform. Partly fixes #1963 2013-05-30 13:37:18 +02:00
raven02 4a31e13c9b Missing semi-colon 2013-05-30 18:33:11 +09:00
raven02 c4a3769aee Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen 2013-05-30 16:29:38 +08:00
jeid3 fc38cfe798 Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform) 2013-05-28 17:53:43 +02:00
Henrik Rydgård 99634a913a Disable QuickClutHash until it can be fixed. 2013-05-27 19:46:09 +02:00
jeid3 632ac03fc2 Build ios fix 2013-05-27 09:54:16 +01:00
Unknown W. Brackets f042894c3e Don't bypass the secondary cache on minihash fail. 2013-05-26 13:44:47 -07:00
Unknown W. Brackets 01e1a8093a Allow ConvertColors() to work as a copy op. 2013-05-26 13:31:58 -07:00
Unknown W. Brackets d2a52f48e5 Switch to a weaker, but faster clut hash. 2013-05-26 13:26:12 -07:00
Unknown W. Brackets 5dabdd3651 Make sure to update the CLUT if format changes.
Otherwise we throw away the loaded clut, which is no good.
2013-05-26 13:26:07 -07:00
Unknown W. Brackets c53386244d Don't hash the clut when it's not even used.
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens.  There shouldn't be any need to rehash the clut
either.

Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
2013-05-26 12:41:36 -07:00
Henrik Rydgard cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +02:00
Henrik Rydgard 7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard 199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Unknown W. Brackets 373561b90e Don't store clutformat in the texcache entry. 2013-05-20 01:00:14 -07:00
Unknown W. Brackets 3efe7ae24d Cache based on the full clutformat.
Not just 2 bits of it.  Oops.  Simpler this way.
2013-05-20 00:53:39 -07:00
Henrik Rydgard 29ab5e7801 Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer. 2013-05-20 00:16:29 +02:00
Henrik Rydgard d9ed61c04a Shader simplification: Get rid of some uniforms when possible. 2013-05-19 16:38:52 +02:00
Henrik Rydgard 063e23dc0d Shader simplification: Share even more variables between lights. 2013-05-19 14:45:56 +02:00
Henrik Rydgard a1d549c59f Shader simplification: Share some variables between lights to help bad register allocators 2013-05-19 14:36:07 +02:00
Henrik Rydgard 0ff8be1b1a Shader simplification: Get rid of lightSum1 when not needed. 2013-05-19 14:23:17 +02:00
Henrik Rydgard b3cc5859dc Shader simplification: Get rid of lightscale where possible 2013-05-19 13:52:47 +02:00
Henrik Rydgard 06e4441213 Shader simplification: .rgb += instead of vec4(..., 0.0f) 2013-05-19 13:51:46 +02:00
Henrik Rydgard b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Henrik Rydgard 9af5499b21 Optimize bone matrix updates. 2013-05-18 21:18:45 +02:00
Henrik Rydgard 1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Henrik Rydgård 367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
Unknown W. Brackets 03f3f99e39 Don't use ivec in the fragment shader.
Attempt at #1777.  Needs the + 0.5 to round properly on mobile.
2013-05-12 13:09:02 -07:00
Unknown W. Brackets 41fb41afdb Only report these once to avoid spam. 2013-05-12 12:00:21 -07:00
Unknown W. Brackets 5619c84432 Defer palette conversion after clut load.
Because the format can easily be specified afterward.
2013-05-12 10:57:41 -07:00