Commit Graph

136 Commits

Author SHA1 Message Date
raven02 8280d6e9ae Add glstate.dither.enable() 2013-03-26 14:50:37 +08:00
raven02 f4fc0112c8 int sign match for gstate_c.curRTWidth/gstate_c.curRTHeight 2013-03-24 21:25:38 +08:00
raven02 ada37f06cb spacing fix 2013-03-16 21:37:56 +08:00
Henrik Rydgard f67743b769 Fix scissor rectangle being one pixel too small. 2013-03-16 08:54:39 +01:00
Henrik Rydgard b1108f3290 Respect the size of the current FBO when drawing. Some cleanup. 2013-03-16 00:40:37 +01:00
Henrik Rydgard 13c2905f05 Buildfix (typo) 2013-03-15 23:24:13 +01:00
Henrik Rydgard cf458dba60 gpu: Add support for scissor rectangle 2013-03-15 22:24:16 +01:00
Henrik Rydgard bef3ef7fac Fix aspect ratio in unbuffered mode 2013-03-15 21:22:17 +01:00
raven02 ecb4de09a6 Put ditherenable & alphaBlendEnable as function 2013-02-27 22:36:09 +08:00
raven02 b36782a064 Fix shadow abormal in FF Type-0 2013-02-26 00:41:37 +08:00
raven02 24debfd259 Add !(gstate.zmsk & 1); to depthMask and remove duplicate GE_CMD_MATERIALUPDATE (exists in line69) 2013-02-24 17:50:05 +08:00
raven02 6b22266a00 Add glstate.depthTest.disable(); 2013-02-24 02:18:18 +08:00
raven02 8e550d9578 Set float for glstate.depthRange.set(0.0f, 1.0f) 2013-02-23 23:26:58 +08:00
Henrik Rydgard 44e2a69258 gpu: Clean up "Clear" mode handling. 2013-02-21 21:52:12 +01:00
Henrik Rydgard 28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Henrik Rydgard aef2376b34 Merge branch 'master' into framebuffer-texture
Conflicts:
	GPU/GLES/TextureCache.cpp
2013-02-09 21:18:46 +01:00
Henrik Rydgard ca347da99c Depth range should not be applied in through mode. Fixes sky in Wipeout Pure. 2013-02-09 20:53:32 +01:00
Henrik Rydgard bf7ad9e1c9 Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change. 2013-02-05 18:02:10 +01:00
Henrik Rydgard ac7ffa5e03 Merge branch 'master' into framebuffer-texture
Conflicts:
	GPU/GLES/StateMapping.cpp
2013-02-04 23:55:11 +01:00
Henrik Rydgard 3ee6ff01e1 Fix screen size when not using buffered rendering on Android 2013-02-04 23:39:09 +01:00
Henrik Rydgard a0c0d6a977 Initial support for texturing from framebuffers. 2013-02-01 00:18:23 +01:00
Henrik Rydgard 3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Henrik Rydgard b1bbbc44fc Add enable/disable dithering. Respect chosen framebuffer color depth. 2013-01-23 23:04:09 +01:00
Henrik Rydgard 1b1a275dcc GPU "dirty" optimization, wip vertexcache 2013-01-20 13:15:46 +01:00
Henrik Rydgard 8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
Henrik Rydgard 7271e3fcd5 Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP. 2013-01-14 20:44:11 +01:00
Henrik Rydgard 590d94da9f Add basic stencil test functionality, shadows work in Wipeout. update native.
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard cf1b5a6911 Try to fix color masking problems. 2013-01-12 14:20:38 +01:00
Henrik Rydgard 60f9da3926 Add support for color masking. Improves the look of Wipeout greatly. 2013-01-12 12:52:00 +01:00
Henrik Rydgard 9363a867e2 Add glViewport to cached gl state. Add a couple of missing VFPU ops. 2013-01-06 23:23:36 +01:00
Henrik Rydgard 3e51224d86 Re-enable viewport code. Let me know what it breaks by posting an issue. 2013-01-05 11:50:12 +01:00
Henrik Rydgård d21647bbb9 Split code from GLES_GPU to TransformDrawEngine, cleanup 2012-12-25 22:39:37 +01:00
Henrik Rydgard 4c23d668e1 Cleanup and reorganize gpu code a little 2012-12-21 16:50:14 +01:00
Sacha 3c903dda24 Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes. 2012-11-26 13:25:14 +10:00
Henrik Rydgard d0f829353d Support FIXA and FIXB blend factors as well as possible. 2012-11-25 15:49:37 +01:00
Florent Castelli 56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00