Commit Graph
2056 Commits
Author SHA1 Message Date
raven02 c9c1a75869 Fix opcode/glLogicOp type 2013-08-06 16:14:36 +08:00
raven02 5c4af8908e Add context for logicOps 2013-08-06 16:03:27 +08:00
raven02 f1473ba1fb Add remaining GE_LOGI in enum GELogicOp 2013-08-06 16:01:31 +08:00
Unknown W. Brackets 3aa2db9a8e Simplify ProcessDLQueue() slightly. 2013-08-04 16:31:54 -07:00
Unknown W. Brackets f7a39d1b12 Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
2013-08-04 15:15:50 -07:00
raven02 c4a3638183 Add gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask() 2013-08-03 14:56:37 +08:00
raven02 fd40bf7ada Use gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask() 2013-08-03 14:55:45 +08:00
Unknown W. Brackets f35b4a6159 Don't use render-to-texture with format mismatch. 2013-08-02 22:45:35 -07:00
Unknown W. Brackets 8e512c926e For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
2013-08-02 22:45:34 -07:00
Unknown W. Brackets ab1c20f509 Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
2013-08-02 22:45:34 -07:00
Henrik Rydgard 61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02 08a315b7db Fix typo 2013-07-31 02:35:03 +08:00
raven02 635def582c Fix readIndexedTex() to use texture level for width/height 2013-07-31 01:52:29 +08:00
raven02 271171dbe3 Use getUVGenMode() 2013-07-31 01:44:03 +08:00
raven02 0daa550538 Add getWeightMask() 2013-07-30 23:55:11 +08:00
raven02 50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02 75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets 676702071d Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense.  May fix other
games too.
2013-07-30 01:06:33 -07:00
Henrik Rydgård abdeda590e Merge pull request #2991 from unknownbrackets/gpu-minor
Get rid of GLES references outside GLES / UI code
2013-07-30 00:42:55 -07:00
Unknown W. Brackets ebe68a5d00 Don't bind odd render-to-texture when copying mem. 2013-07-30 00:09:33 -07:00
Unknown W. Brackets 0a9315d0e2 Cut down the scan range to avoid perf hit.
Probably no perf hit anyway.  Should have the same functionality.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets 04dc4ac19b Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets 797027779e Log when render to texture formats differ. 2013-07-30 00:02:33 -07:00
Unknown W. Brackets c31859021c Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
2013-07-30 00:02:33 -07:00
Unknown W. Brackets 5f5048ca04 Save the bufw for textures as well, to match fbs. 2013-07-30 00:02:32 -07:00
Unknown W. Brackets 89349eae7e Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
Unknown W. Brackets 4dde7276c6 Don't use PspDisplayPixelFormat at all. 2013-07-29 22:58:37 -07:00
Unknown W. Brackets 2f94977efe Don't include gfx/gl* outside the OpenGL GE. 2013-07-29 22:47:38 -07:00
Henrik Rydgård d8cdf37815 Merge pull request #2986 from neobrain/math3d-extensions2
Math3d extensions2
2013-07-29 15:16:16 -07:00
neobrain 2228ff1cd0 GPU/Math3D: Add a 4x4 matrix class. 2013-07-29 22:49:19 +02:00
neobrain 9f73789c22 GPU/Math3D: Add a 3x3 matrix class. 2013-07-29 22:26:42 +02:00
neobrain d3e33c527e GPU/Math3D: Replace VecX::Lerp methods with more general and clearer Lerp and LerpInt template functions. 2013-07-29 22:26:42 +02:00
neobrain f080abc9e9 GPU/Math3D: Add methods for casting vectors. 2013-07-29 22:26:42 +02:00
neobrain 4ab080d083 GPU/Math3D: Support converting Vec3 and Vec4 objects to u32 color values. 2013-07-29 22:26:42 +02:00
neobrain 97f4318ce5 GPU/Math3D: Rename VecXRef::Mul to the star operator. 2013-07-29 22:26:42 +02:00
neobrain 878550ec68 GPU/Math3D: Add component swizzlers for Vec2, Vec3 and Vec4. 2013-07-29 22:26:42 +02:00
neobrain 45d1645c6a GPU/Math3D: Add a Vec2 class. 2013-07-29 22:26:42 +02:00
neobrain 9a5958d353 GPU/Math3D: Add a Vec4 class. 2013-07-29 22:26:41 +02:00
neobrain 6926926267 GPU/Math3D: Change Vec3 to allow for arbitrary component base types. 2013-07-29 22:26:41 +02:00
neobrain 0ed6e93b22 GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
2013-07-29 22:26:41 +02:00
neobrain c502429c8f GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
2013-07-29 22:26:41 +02:00
neobrain 17759082dc GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross. 2013-07-29 22:26:41 +02:00
The Dax 21f0bf2079 Put TextureFiltering enumerator name back. It was deleted by accident. 2013-07-29 15:34:51 -04:00
The Dax 83a255d413 Remove BufferedRendering enumerator name. 2013-07-29 15:34:51 -04:00
The Dax 5ef3a558ff Remove more magic numbers and remove enumerator names. 2013-07-29 15:34:51 -04:00
The Dax b2dfdf6401 Perform some Windows UI cleanups. Dozens of unused IDs were leftover from Dolphin, and I doubt they'll ever be used again. Also remove several magic numbers, instead using enumerators to clarify code. 2013-07-29 15:34:50 -04:00
raven02 adf0680897 gstate code cleanup 2013-07-29 17:25:07 +08:00
raven02 9cfe48dd33 Float code cleanup 2013-07-29 17:12:02 +08:00
raven02 3ff54b53a1 TransformPipeline : Set case 3 as default #1 2013-07-29 16:54:09 +08:00
raven02 ba458bf421 VertexShader : Set case 3 as default #1 2013-07-29 16:53:06 +08:00