Commit Graph
91 Commits
Author SHA1 Message Date
Unknown W. Brackets 602daf5f8a Add some missing algorithm includes. 2014-07-01 00:26:22 -07:00
Unknown W. Brackets 0a33eb4c42 Fix missing log semicolons only affecting logging. 2014-06-29 19:09:39 -07:00
Unknown W. Brackets 5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
Unknown W. Brackets 2038bc5527 Support alpha / color test masks on desktop/gles3.
Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00
Unknown W. Brackets f6649794df Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00
Unknown W. Brackets adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Unknown W. Brackets 089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets 1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
Unknown W. Brackets 8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets 8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets 4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
Henrik Rydgard 16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets 4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets b44d10a91e Move texture unswizzling to decoder, use NEON. 2014-03-22 21:35:16 -07:00
Unknown W. Brackets 1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
Unknown W. Brackets 996fa39684 Reduce some unnecessary includes in Core/. 2014-03-15 10:41:07 -07:00
Unknown W. Brackets 15a608a6b9 Check for kernel textures in kernel ram properly.
Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Unknown W. Brackets d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets 60cf5df571 Consider the texture changed when framebuf changes.
Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets 0f5aae9c49 Cleanup differences in DirectX9 texcache code. 2014-01-01 15:49:10 -08:00
Unknown W. Brackets db77dcd149 Fix some includes on Windows/etc. 2013-12-29 15:59:36 -08:00
Unknown W. Brackets 473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets 25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
raven02 2e7609b084 Cleanup ClearmodeDepthMask 2013-12-10 20:48:20 +08:00
Unknown W. Brackets c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
Henrik Rydgard ca1d4172ca Tiny optimization in block copies 2013-12-04 11:34:54 +01:00
Henrik Rydgard eea8413a82 Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Sacha c71186b35a Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
Unknown W. Brackets 1e65a691f4 Cap the number of vertexes per flush.
Might not be realistic, but we crash if we go over.  Pretty unlikely to
happen in real games, but I suppose not impossible.  Happens in the vertex
speed demo (#3106.)
2013-10-27 14:43:58 -07:00
Sacha ecfe43c149 CityHash is not used anymore, so we won't compile it. 2013-10-28 03:26:00 +10:00
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
Unknown W. Brackets 9fe1a99ab3 Fix some warnings. 2013-10-14 22:09:21 -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
Unknown W. Brackets d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
Unknown W. Brackets 75f2995f25 Move some texture deindexing to GPU/Common/. 2013-09-27 22:46:07 -07:00
Unknown W. Brackets b4b0b33f57 Move DXT decoding to GPU/Common/. 2013-09-27 22:46:06 -07:00
Henrik Rydgard bd8cb4b02d Start work on implementing bbox, add a comment with some thoughts.. 2013-09-24 14:14:05 +02:00
Henrik Rydgard 424b4cbd5f Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet) 2013-09-24 14:14:04 +02:00
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Henrik Rydgard 01def3b6cc Missed these 2013-09-21 23:44:11 +02:00
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Henrik Rydgard 5bdb9e976b Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
Fixes MotoGP while also, in effect, committing #3859.
Removes the horrifying ramDisplayFramebufferPtr hack.
2013-09-21 18:53:55 +02:00
Ced2911 d495cdbdf9 fix 8888 texture decoding 2013-09-18 14:40:33 +02:00
The Dax e8263523a8 Build fix for VS 2012. 2013-09-17 22:37:49 -04:00
The Dax d102baacd0 Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
Henrik Rydgard fce5067279 Show a warning message on game start if Chainfire3D is installed. 2013-09-17 10:27:42 +02:00
Ced2911 5c4ed26442 Make the dx9 renderer working in headless mode 2013-09-16 09:42:30 +02:00
Unknown W. Brackets 5617f07462 Fix dx9 so it builds on Windows (DOES NOT WORK.) 2013-09-15 23:22:10 -07:00
Unknown W. Brackets ad4bd8ed74 softgpu: small optimization, precompute tex info. 2013-09-15 21:39:28 -07:00