Commit Graph
972 Commits
Author SHA1 Message Date
raven02 a3cd8743ba Scisscor small fix 2013-08-22 22:21:03 +08:00
raven02 7245164604 Change to AttachFramebufferValid() for suboffset textures 2013-08-22 11:31:39 +08:00
Henrik Rydgard 3cd80e1c51 GLES: Discard "AA" lines, we can't do anything that makes sense with them anyway.
Should fix the "wireframe look" in one game, I can't test it though.
2013-08-21 20:45:22 +02:00
Unknown W. Brackets a217cefa11 Tone down some less needed reporting. 2013-08-21 08:40:29 -07:00
Henrik Rydgård 07a41e3432 Merge pull request #3287 from unknownbrackets/fbo-minor
Compare the right fb address for suboffset textures
2013-08-21 00:38:29 -07:00
Unknown W. Brackets 5b5bee86dd Compare the right fb address for suboffset textures.
If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's graphics mostly.

Still seems to hang somewhat into the game...
2013-08-21 00:34:47 -07:00
Henrik Rydgard d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00
raven02 9931e5c5cc Fragment : Set doTextureAlpha = gstate.isTextureAlphaUsed(); 2013-08-20 21:32:07 +08:00
Henrik Rydgård d9897719b7 Merge pull request #3260 from raven02/patch-8
Treat light type 3 as GE_LIGHTTYPE_SPOT
2013-08-20 05:13:26 -07:00
raven02 4899f67fa1 Missing one case type == GE_LIGHTTYPE_UNKNOWN 2013-08-20 19:43:26 +08:00
Henrik Rydgård 6bf448bcee Merge pull request #3261 from raven02/patch-9
Use GETexProjMapMode constants for GE_TEXMAP_TEXTURE_MATRIX
2013-08-20 00:33:32 -07:00
Unknown W. Brackets 5461d63889 Backpeddle a bit on tex bufw alignment.
Maybe they're just minimums?
2013-08-19 23:57:29 -07:00
raven02 77090143a0 SW : use GETexProjMapMod constants 2013-08-20 11:58:34 +08:00
raven02 a328bc968c HW: Use GETexProjMapMode constants 2013-08-20 11:56:43 +08:00
raven02 1981195c5b SW : Treat light type 3 as light type 2 2013-08-20 11:45:09 +08:00
raven02 4e533adf52 HW : Treat light type 3 as light type 2 2013-08-20 11:43:18 +08:00
Kingcom f85d56a882 Use reverse order framebuffer pixel types on AMD GPUs 2013-08-19 20:18:32 +02:00
raven02 9e10239c9b Revert part of #3108 to avoid rendering garbage memory 2013-08-19 21:39:56 +08:00
Henrik Rydgård 61d2042083 Merge pull request #3243 from unknownbrackets/uv-gen
Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
2013-08-19 00:55:03 -07:00
Unknown W. Brackets 12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Unknown W. Brackets a5cf284c1b Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
Fixes Riviera, #2214.
2013-08-19 00:33:15 -07:00
Unknown W. Brackets e96a825743 Align non-compressed textures to 16 bytes. 2013-08-18 22:43:26 -07:00
The Dax 8efb5280d5 Fix Gran Turismo's warped text. 2013-08-18 19:13:48 -04:00
Henrik Rydgard f443fae780 Disable a few things that should not be changable at runtime 2013-08-18 23:11:47 +02:00
Henrik Rydgard f4c05392e2 GLES: Disable logic op while alpha blend is enabled. Having them both enabled at the same time makes no sense, and this seems like the safest possible fix for #3220 as logic op usage is rare. 2013-08-18 13:00:14 +02:00
Unknown W. Brackets 52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
Henrik Rydgard 22ebe76f33 Move KeyMapping UI to its own file before rewriting.
Plus some minor tweaks and fixes.
2013-08-16 16:49:53 +02:00
Henrik Rydgard c79d1c68cc Fix frozen videos in some games 2013-08-16 09:27:49 +02:00
Henrik Rydgard 664d74a9b7 Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
Henrik Rydgård 345b5fd859 Merge pull request #3171 from raven02/patch-1
Temporary fix issue #3167 in non-multithread mode
2013-08-14 13:42:14 -07:00
Henrik Rydgard a4f5418d9d Complete the name change to ClearBuffer 2013-08-14 22:14:18 +02:00
raven02 9e40468b9f Temporary fix issue #3167 in non-multithread mode #1 2013-08-15 03:43:40 +08:00
raven02 2dd75b5b97 ClearBuffer() 2013-08-15 03:32:43 +08:00
raven02 9f0ca16df7 boolean fix 2013-08-15 03:21:42 +08:00
raven02 f49e5535a7 Few more boolean fix 2013-08-15 03:20:06 +08:00
Henrik Rydgard 96373132bb Android buildfix 2013-08-14 20:42:13 +02:00
raven02 fad8b77044 Merge remote-tracking branch 'upstream/master' into patch-13 2013-08-14 07:29:56 +08:00
Unknown W. Brackets 49c7b9628a Fix some correctness warnings. 2013-08-12 23:40:22 -07:00
Unknown W. Brackets 008052e6d6 Fix some variable hiding warnings. 2013-08-12 23:32:38 -07:00
Henrik Rydgard 9109882c04 More microoptimization 2013-08-11 22:12:14 +02:00
Henrik Rydgard 8e2c485373 Some microoptimization 2013-08-11 22:12:14 +02:00
raven02 1eaada15df Reference and modified code from @arnastia 2013-08-12 02:30:17 +08:00
raven02 c2a86d647f Fix wrong size generated of FBO for some games which uses it as render-to-texture 2013-08-12 02:20:55 +08:00
raven02 6c889e556b Some games like FF Type-0 inits viewport as 0x0 2013-08-12 02:15:42 +08:00
Unknown W. Brackets e0f699fd5f Use a possibly harmless hack to prevent hangs.
Not sure where the problem is, but this fixes it pretty consistently for
me... seems like lists are somehow not being processed after becoming
processable?
2013-08-10 20:03:43 -07:00
Unknown W. Brackets 639ab8306b SyncThread before deciding if the fbo is dirty.
Fixes fps drops in yet other games with multithreading enabled.
2013-08-10 18:45:07 -07:00
Henrik Rydgard a517b8d53f Fix #3117 (by reverting part of a previous change), plus a minor change that might speed GT up. 2013-08-10 23:25:55 +02:00
Henrik Rydgard 4d4b2990ec GPU ShaderManager: Naming convention, inline a function 2013-08-10 18:39:27 +02:00
raven02 6f994ec05f Fix texture broken in God of War 2013-08-10 21:56:52 +08:00
Unknown W. Brackets 450e4c7fea Factor out event queue logic to a template mixin. 2013-08-10 03:33:09 -07:00