Commit Graph

328 Commits

Author SHA1 Message Date
Henrik Rydgard d663e28bde More work and optimization. Still not quite there. 2012-12-21 21:49:09 +01:00
Henrik Rydgard d4cc0bada7 Revert broken optimization in TextureCache (there are still memory savings to be had though) 2012-12-01 10:17:33 +01:00
Henrik Rydgard aa04eaec31 TextureCache: Cleanup, memory savings 2012-11-30 22:32:50 +01:00
Henrik Rydgard 37f28ab4eb Buildfix (?) 2012-11-28 17:09:19 +01:00
Henrik Rydgard 7a7548a70f Warning fixes etc 2012-11-28 16:20:38 +01:00
Henrik Rydgard 5fb8e6dfb0 DXT textures now mostly working-ish (work left to do on alpha for DXT3/5) 2012-11-28 16:12:29 +01:00
Henrik Rydgard 870ea6628b Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working). 2012-11-26 17:35:08 +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 1a7ca88df4 Fix some black textures 2012-11-26 01:21:14 +01:00
Henrik Rydgard d0f829353d Support FIXA and FIXB blend factors as well as possible. 2012-11-25 15:49:37 +01:00
Unknown W. Brackets 8971ff7e99 Don't log texture cache evictions. 2012-11-24 11:00:29 -08:00
Unknown W. Brackets 11868f26a9 Cache textures based on more parameters.
This makes Tales of Eternia run much faster.
2012-11-24 10:58:10 -08:00
Unknown W. Brackets 8e09869ac2 Invalidate the texcache without restarting loop. 2012-11-24 10:43:16 -08:00
Henrik Rydgard b964516669 Fix clear mode, turn Alpha Test back on 2012-11-23 12:43:31 +01:00
Henrik Rydgard d141d205f8 Delete old textures, to prevent memory usage from growing indefinitely. 2012-11-22 23:07:15 +01:00
Henrik Rydgard d572d40c36 More warning fixing 2012-11-18 23:35:02 +01:00
Henrik Rydgard 9ec858a64d Bugfix an 8-bit indexed texture format 2012-11-18 18:47:29 +01:00
Henrik Rydgard e37a1fb1d3 Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00
Henrik Rydgard e5c6cf965b Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00
Florent Castelli cace547f8a Fix colors for textures with 5551 clut
Fixes NAMCO logo in the Tales of Eternia intro, which is now red.
2012-11-15 01:51:40 +01:00
Henrik Rydgard 343b9435b9 A few minor fixes + buildfix 2012-11-10 23:44:14 +01:00
Florent Castelli ca56b562af Texture format and CLUT awareness for the cache
Fixes the intro screen in Tales of Eternia, but for some reason,
the Namco logo is purple instead of red.
2012-11-10 11:44:30 +01:00
Henrik Rydgard 54f9509693 The texture conversion now works for OpenGL ES again. 2012-11-09 01:24:19 +01:00
Henrik Rydgard 6fd4168232 Port new texture code to GLES : simulate GL_PACK_ROW_LENGTH 2012-11-09 00:51:04 +01:00
Arthur Blot a29072c3f7 Fixed texture loading for all formats. 2012-11-08 23:26:30 +01:00
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00
Henrik Rydgard 687b085357 Missed these somehow 2012-11-04 23:58:25 +01:00
Henrik Rydgard 4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00