Commit Graph
29 Commits
Author SHA1 Message Date
Unknown W. Brackets 81e6f93be4 Check for access to offset framebuffers better.
Even if the height of the framebuffer doesn't exactly match the offset.
Fixes #2759 again.
2014-07-06 11:52:00 -07:00
Henrik Rydgard d040b980dd Experiment: Disable clear optimization on PVR (see #6290) 2014-06-24 23:32:40 +02:00
Unknown W. Brackets 171a865b37 Support reversing normals in software transform. 2014-06-17 23:29:33 -07:00
Unknown W. Brackets d4c416a437 Use the pre-world normal in software proj mapping.
Fixes #6081.
2014-06-17 23:27:19 -07:00
Unknown W. Brackets 9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets ed39bb7a9c When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets 3d8f078b6c Try to workaround Breath of Fire 3's render-to-tex.
It renders to two areas but textures with a high V to reach the second
texture.  We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
Unknown W. Brackets 003f20c694 Allow scissor, but not depthtest during glClear().
Improves #6210.
2014-06-01 10:34:57 -07:00
Unknown W. Brackets 097ab53952 Enable the glClear() optimization.
It seems to help and so far have not noticed any problems.
2014-05-31 22:07:42 -07:00
Unknown W. Brackets e109a547ae Disable vertex arrays not in use. 2014-05-31 22:07:41 -07:00
Unknown W. Brackets b308aaad03 Update disabled IsReallyAClear() code.
Not sure if there's still something wrong about depth.
2014-05-31 22:07:40 -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
Henrik Rydgard 1d545f3e6b SW transform: Don't initialize Lighter if lighting is disabled. 2014-04-21 12:49:36 +02:00
Unknown W. Brackets a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
Unknown W. Brackets a414abfe4a Don't calculate lighting when not enabled.
We just ignore it anyway.  2% improvement in Tales of Phantasia X.
2014-03-24 22:57:58 -07:00
Henrik Rydgard 6260ac4bc7 Fix the latest fog issue for software transform as well 2014-03-24 10:57:53 +01:00
Henrik Rydgård 98da5144ef Merge pull request #5612 from raven02/patch-27
Shade mapping fix
2014-03-22 14:37:22 +01:00
Unknown W. Brackets 678237aa6c Improve SSE usage in software transform.
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
Unknown W. Brackets 1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
raven02 1b831ce022 SW T&L 2014-03-07 21:41:40 +08:00
Henrik Rydgard 14018bd763 Apply the fog fix to software transform as well. See #2387 2014-02-12 11:13:49 +01:00
Henrik Rydgard 9e6d7abf4e Minor cleanup 2014-02-12 11:10:44 +01:00
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 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
Unknown W. Brackets 5f2d5d9c55 Fix an uninitialized value warning. 2013-12-01 11:21:17 -08:00
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
Henrik Rydgard e3d471f590 Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
Henrik Rydgard b0ccf5981c Don't bother with glDrawRangeElements, seems to not improve perf. 2013-11-14 17:33:43 +01:00
Henrik Rydgård ab3fe9ba86 Extract the software transform code into its own file. 2013-11-13 14:56:34 +01:00