Commit Graph
48 Commits
Author SHA1 Message Date
Henrik Rydgard 9b587bb144 Make the D3D backend cmd processing work more similar to the GL backend 2014-09-13 12:11:34 +02:00
Unknown W. Brackets 94c1271761 Add an experiment with using a texture for tests.
Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets 95f4341838 Allow changing prescale uv at runtime. 2014-06-28 21:51:25 -07:00
Unknown W. Brackets 1c3b60a8ee Allow changing software skinning at runtime. 2014-06-28 21:46:43 -07:00
Unknown W. Brackets d2d7d6e34b Destroy all FBOs/textures upon sceKernelLoadExec().
It can confuse our heuristics about size, attachment, memcpy, etc.
2014-06-28 12:29:09 -07:00
Unknown W. Brackets 6d104edb5d Make sure not to leak any enabled vertex arrays.
When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen.  Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
2014-06-22 21:42:29 -07:00
Unknown W. Brackets e762689ea8 Update vsync on resize, and before first FBO.
May take care of #4440.
2014-06-15 15:19:49 -07:00
Unknown W. Brackets eaf3288304 Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
Unknown W. Brackets 1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -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
Henrik Rydgard 8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgård 8d84c912eb Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets 8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets 4b978ed6f9 Apply unsupported blending modes in the shader.
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets e4dc702d68 Schedule the FBO blit during multithreading.
This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -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 424d93e9a9 Separate out the fog color/coef executes. 2014-04-21 22:56:54 -07:00
Unknown W. Brackets 38b92e48ec Fix uniform dirtying on colortest mask. 2014-04-21 22:54:17 -07:00
Unknown W. Brackets 1bbd3d04af Move the light params to separate funcs. 2014-04-21 22:47:44 -07:00
raven02 abc5c86339 Split out texture level 2014-04-19 06:45:17 +08:00
Unknown W. Brackets 1e61fd7a02 Split out the clutformat cmd as well. 2014-04-17 22:57:02 -07:00
Unknown W. Brackets 90365943ff Split out the bounding box and stencil test cmds. 2014-04-17 22:54:23 -07:00
Unknown W. Brackets b953ff8f33 Split out viewport type commands. 2014-04-17 22:49:09 -07:00
Unknown W. Brackets 5ed851204c Split out a few more common cmds. 2014-04-17 22:41:37 -07:00
Unknown W. Brackets 5ba924225e Move out texformat as well. 2014-04-17 08:29:44 -07:00
Unknown W. Brackets 7d34c20418 Split out the texscale/offset cmds. 2014-04-17 08:26:38 -07:00
Unknown W. Brackets e8f42f069e Split out some texture and testing cmds. 2014-04-17 08:18:43 -07:00
Unknown W. Brackets fbe28dbeef Move spline and bezier as well to separate funcs. 2014-04-17 08:09:44 -07:00
Unknown W. Brackets 12716afce2 Move out block transfer too, common in GoW. 2014-04-17 08:05:16 -07:00
Unknown W. Brackets 130c11c518 Move matrix loads to separate op cmds. 2014-04-17 08:00:01 -07:00
Unknown W. Brackets 49738a4d9f Keep flags and func together.
Seems not to make a big difference, though.
2014-04-17 01:36:24 -07:00
Unknown W. Brackets c90f3a3e80 Split out more of the top GE cmd funcs. 2014-04-17 01:18:53 -07:00
Unknown W. Brackets 9851400681 Move a few GE cmds to separate funcs.
2% improvement in God Eater 2.
2014-04-17 01:18:52 -07:00
Unknown W. Brackets e06c135be4 Allow individual cmd funcs to be called.
Rather than a single one, ExecuteOpInternal().  This allows less "huge
switch" code organization, and will (once separated) also improve speed.
2014-04-17 01:18:51 -07:00
Unknown W. Brackets a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
Unknown W. Brackets 0a880b09ad Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
Unknown W. Brackets d35717f5a8 Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Unknown W. Brackets fcc77f525f Implement some basic vertex previews on prim.
3D doesn't work correctly (sometimes it does...)  2D should be working.
2013-11-17 13:27:50 -08:00
Unknown W. Brackets 78400fd460 Avoid some dereferencing in gpu FastRunLoop. 2013-11-06 07:50:16 -08:00
Henrik Rydgard a88ab80477 Only clear the shader cache when toggling "Disable alpha test" 2013-10-22 14:34:16 +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
Unknown W. Brackets 14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets 81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
Unknown W. Brackets 6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Henrik Rydgard a3fa3c9c2d Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
2013-08-23 13:36:55 +02:00
Henrik Rydgard d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00