Commit Graph
1646 Commits
Author SHA1 Message Date
Henrik Rydgard 80702109f5 Move gpu vendor detection to native with the rest of the gl init.
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
danyalzia 79d2710dad Move PostShader.* under the "Common" filters 2013-10-15 15:37:19 +05:00
Henrik Rydgard 8b5eff3677 Only turn off filtering on color test in through mode. Should fix #4192, #4202 2013-10-15 11:59:32 +02:00
Unknown W. Brackets 9fe1a99ab3 Fix some warnings. 2013-10-14 22:09:21 -07:00
Unknown W. Brackets 59bfaa30c7 Copy/paste fail. 2013-10-14 19:33:35 -07:00
Henrik Rydgard 0c2c1751f5 Windows: Let's not link with D3DX, requiring that DLL, until we actually use the D3DX shader compiler. 2013-10-15 01:16:43 +02:00
Henrik Rydgård ffbac62f01 Merge pull request #4162 from unknownbrackets/debugger
Add more formatting to GE debugger, cleanup, step prim
2013-10-14 02:50:11 -07:00
raven02 bf7c9fe631 Force Nearest when color test enabled and rendering resolution greater than 480x272 2013-10-14 17:07:45 +08:00
Unknown W. Brackets 991aa03273 A few more texture related formats. 2013-10-13 13:52:23 -07:00
Unknown W. Brackets 428a8181e5 Format stencil and alpha tests differently.
One is the stored value on the right, the other is the vertex value on
the left.
2013-10-13 13:52:21 -07:00
Unknown W. Brackets 479a9801d4 Shutdown issues: the legend continues.
If the gpu was slow (softgpu for example), it might still be accessing
memory.  Need to let it wake, and ignoring coreState too.
2013-10-13 09:35:02 -07:00
Unknown W. Brackets 9cbb1cb8d3 Warning fix. 2013-10-13 09:34:54 -07:00
Henrik Rydgård cdba174ab7 Merge pull request #4148 from unknownbrackets/config-files
Allow config files and fonts to be on the memstick
2013-10-13 04:01:01 -07:00
Henrik Rydgard e54107033d Don't crash on post-shader compile errors. 2013-10-13 12:06:55 +02:00
Unknown W. Brackets c1897b9e54 Compare stencil correctly based on bitdepth.
All sorts of funny rules.  See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00
Unknown W. Brackets 775c37f387 Override shaders by name. 2013-10-12 16:48:06 -07:00
Unknown W. Brackets 74db6d4e26 Load custom shaders from ms0:/PSP/shaders/. 2013-10-12 16:44:46 -07:00
Unknown W. Brackets dc91bf2ca3 Move GPU debug step/pause/messages out of Windows/. 2013-10-12 10:03:31 -07:00
Unknown W. Brackets 72a2ff83ba Break on a changed texture only if enabled. 2013-10-12 10:03:31 -07:00
Unknown W. Brackets d79a9bff6d Add a simpler break on next texture. 2013-10-12 10:03:30 -07:00
Unknown W. Brackets 2584d0e67f Use a more foolproof texture breaking method. 2013-10-12 10:03:30 -07:00
Unknown W. Brackets 3ac5198b89 Migrate texture breakpoints as well. 2013-10-12 10:03:29 -07:00
Unknown W. Brackets 4b8ace8a10 Small optimization to make breakpoint checks fast. 2013-10-12 10:03:29 -07:00
Unknown W. Brackets c8d2c45590 Move GE debugger breakpoints out of Windows/ code. 2013-10-12 10:03:28 -07:00
Henrik Rydgård f86e478d9f Merge pull request #4134 from raven02/patch-33
Try to use a smaller value for cyclesExecuted
2013-10-12 02:55:32 -07:00
Unknown W. Brackets 85c013c5b6 Fix a crash in OpenGL on game shutdown. 2013-10-12 01:39:50 -07:00
raven02 acb9c49ea2 Try to use a smaller value for cyclesExecuted 2013-10-12 16:20:27 +08:00
Sacha d49b4fad9a Miscellaneous changes for Blackberry. 2013-10-12 17:19:02 +10:00
Henrik Rydgard 33acec8263 Actually, don't ignore the first section of postshader ini files - if there's no comment there, it won't exist. 2013-10-12 02:13:51 +02:00
Henrik Rydgard e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
danyalzia 8bed8f922e fix a bug :/ 2013-10-11 19:54:26 +05:00
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
raven02 2cdb2d1e1f Extra cycles execute .Fix #3979 & #3883 2013-10-09 19:45:28 +08:00
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