Commit Graph
1331 Commits
Author SHA1 Message Date
Henrik Rydgård 159e366a16 Merge pull request #3610 from raven02/patch-9
TRXKICK : Add memory valid check for srcBasePtr & dstBasePtr
2013-09-04 02:00:56 -07:00
raven02 e0a9d8e1a6 Add BlockTransfer: to ERROR_LOG_REPORT 2013-09-04 16:58:52 +08:00
raven02 5e3b175045 Reformat and use enum for GETextureFiltering 2013-09-04 16:54:25 +08:00
raven02 06feb621df Add memory check for srcBasePtr & dstBasePtr 2013-09-04 16:38:39 +08:00
raven02 67cdf87fc0 Cleanup and add GE_PATCHPRIM_UNKNOWN=3 2013-09-04 16:10:52 +08:00
raven02 6624bb8100 Add depthTest along with stencilTest since depth Fail/ZPass test used . 2013-09-03 21:26:06 +08:00
Unknown W. Brackets 2006bdc6a3 Fix negative texel wrapping in softgpu.
No longer crashes in Jeanne d'Arc, still looks awful.
Also faster on x64 at least.
2013-09-02 21:29:19 -07:00
Henrik Rydgard 9dcd67fc31 Pass the new sha1/md5 test. 2013-09-03 00:36:55 +02:00
raven02 b523c74686 Minor fix the ERROR_LOG_REPORT_ONCE in ReadColor1() 2013-09-02 19:39:26 +08:00
raven02 0bc3fd58d2 Use gstate.getNumBoneWeights() 2013-09-02 17:19:15 +08:00
raven02 ebcccdbb6f Add DEC_U8A_2 2013-09-02 14:47:15 +08:00
Henrik Rydgård 63e4b1542f Merge pull request #3554 from unknownbrackets/ge-minor
Don't trash a list the GE interrupt handler needs
2013-09-01 15:08:18 -07:00
Henrik Rydgård f349efbe14 Merge pull request #3549 from raven02/patch-35
Render-to-texture : Add affected game list as reference
2013-09-01 15:06:47 -07:00
Henrik Rydgård 2a04c36d03 Merge pull request #3541 from raven02/patch-34
Better Bezier Patch fix
2013-09-01 15:03:58 -07:00
Unknown W. Brackets b5304cce57 Consider all framebuffers before settling. 2013-09-01 14:46:08 -07:00
Unknown W. Brackets 8998a1b303 Don't trash a list the GE interrupt handler needs.
Even after it's marked COMPLETED, the CPU needs it to start and finish the
interrupt.  Fixes #2956, where an existing completed list was not having
its interrupt run correctly.
2013-09-01 12:39:45 -07:00
Unknown W. Brackets 0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
Unknown W. Brackets b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets ac56a7ee65 Keep framebuffer sources alive.
Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets 49902ed4dc Factor out texture from framebuffer. 2013-09-01 11:40:35 -07:00
Unknown W. Brackets 81baa3b540 Properly handle invalid attachments. 2013-09-01 11:31:09 -07:00
raven02 04f6e309a9 Render-to-texture : Add affected game list as reference 2013-09-01 20:54:36 +08:00
Unknown W. Brackets 0e82ecca86 Fix lighting when lightpos and spec coef are 0.
Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it.  Not well tested on Android.

Fixes #2424.
2013-09-01 03:11:02 -07:00
raven02 df045e418c Better Bezier patch fix 2013-09-01 16:30:32 +08:00
Unknown W. Brackets 8d16b76c15 Add some reporting to the software GPU. 2013-09-01 01:15:07 -07:00
Unknown W. Brackets 7349de55d1 Fix some initialization/sprintf warnings. 2013-09-01 01:15:07 -07:00
Unknown W. Brackets dc9b5156d9 Cleanup comment (broke savestates anyway.) 2013-09-01 00:52:25 -07:00
raven02 d86d782ecd Apply auto-gen mipmapping to WIN32 2013-09-01 08:28:09 +08:00
Henrik Rydgård 746a23fd71 Merge pull request #3419 from raven02/patch-21
Uncomment out //if (pos)
2013-08-31 08:05:21 -07:00
Henrik Rydgård 7e96e2cee3 Merge pull request #3460 from raven02/patch-27
Use glBlendFuncB for dstAlpha
2013-08-31 08:04:18 -07:00
raven02 a8a0afc2e1 Apply gstate.isAntiAliasEnabled() 2013-08-30 20:47:38 +08:00
raven02 7f080b9958 Add isAntiAliasEnabled() 2013-08-30 20:46:36 +08:00
Henrik Rydgard a418dd0566 Spline: Don't create twice the number of triangles we need. 2013-08-30 10:25:37 +02:00
Unknown W. Brackets f6d8767487 Fix #3385, bad alphatest flushing. 2013-08-30 00:44:06 -07:00
Unknown W. Brackets 655a7b4973 Check for a stencil test when ignoring alphatest. 2013-08-29 22:14:51 -07:00
Henrik Rydgard 766731db8e Add back the default case to the triviallytrue functions. 2013-08-29 20:39:23 +02:00
Henrik Rydgård 9fbfcacbc6 Merge pull request #3470 from raven02/patch-28
Discard AA lines
2013-08-29 09:11:12 -07:00
Henrik Rydgård 5e3270060f Merge pull request #3471 from raven02/patch-29
Fix FF2 issue #2857
2013-08-29 08:43:07 -07:00
raven02 2737c809db Fix Bezier patch 2013-08-29 23:19:38 +08:00
raven02 65d836c5dd Fix FF2 issue #2857 2013-08-29 22:50:31 +08:00
raven02 f94193731d Discard AA lines 2013-08-29 22:30:47 +08:00
Unknown W. Brackets 15a0f39fa1 Return yet more errors while inside interrupts. 2013-08-28 23:15:13 -07:00
Unknown W. Brackets 211c2bd955 Refuse a few more waits w/ dispatch/intr disabled. 2013-08-28 22:35:05 -07:00
raven02 0de4b415f4 Use glBlendFuncB for dstAlpha 2013-08-29 01:20:23 +08:00
raven02 0b98f1f71b Should keep default case 2013-08-28 15:10:40 +08:00
raven02 0f55a6e042 Add GE_COMP_NEVER for alpha/color test to return false. 2013-08-28 14:33:15 +08:00
Henrik Rydgard dcc63fd716 PowerVR: work around what appears to be a driver bug with equality test + discard, but not completely sure that discard isn't just broken.
If this change breaks something, it was probably already broken, and it's PVR-only.
2013-08-28 00:12:49 +02:00
Henrik Rydgard dd667156f5 Oops 2013-08-27 22:14:13 +02:00
Henrik Rydgard 711d3ff52c Speedup a few 2D games on mobile by eliminating the alpha test in some conditions
That is, if there's no depth testing/writing, and the alpha equation will produce the same result as the alpha test (when the alpha test is >= 0 or != 0 and the blend func is safe), we turn off the alpha test.
2013-08-27 21:48:03 +02:00
Henrik Rydgard 6360fcb0ae Add some stats to get some idea of much alpha tested drawing we do.
Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
2013-08-27 21:01:17 +02:00