Commit Graph
2056 Commits
Author SHA1 Message Date
Henrik Rydgard e809e39681 Mips interpreter: Use unions instead of ugly casts. Strict-aliasing builds now work, but needs more testing so I don't enable it yet. Also some aliasing fixes for TransformPipeline. 2013-06-11 21:44:37 +02:00
Henrik Rydgard f8b9655f20 Use glTexSubImage to replace textures instead of deleting them and allocating new ones whenever possible. May help runaway VRAM consumption with some Radeon drivers. 2013-06-11 20:21:19 +02:00
Henrik Rydgard 112f1b4901 Wipe all FBOs on device lost. May help app switching issues on Android. 2013-06-11 11:28:41 +02:00
Henrik Rydgård 9fbb947fcd Merge pull request #2210 from aquanull/TCMinorFix
Fix some crash due to destroyed FBO's...
2013-06-11 02:24:19 -07:00
Henrik Rydgard ea2b923ddf Logic precedence error, warning fixes 2013-06-11 11:05:34 +02:00
aquanull a1b7da413a TextureCache::Invalidate()/InvalidateAll() small corrections and optimizations.
I think the ranges are [start_addr, end_addr).
2013-06-11 16:19:13 +08:00
aquanull 9b85da657a These were probably just typos. 2013-06-11 16:19:13 +08:00
aquanull 7082e9808d Fix some crash in debug builds. 2013-06-11 16:19:12 +08:00
Unknown W. Brackets 73ab4d1422 Fix memcpy to framebuffer to not invalidate.
This is much better.
2013-06-10 00:11:36 -07:00
Unknown W. Brackets d8618e5028 Clear currentRenderVfb_ when fbo_unbinding.
At least, not doing this caused glitches somewhere else, seems right.
2013-06-09 23:55:33 -07:00
Unknown W. Brackets f8d6bda678 Add a better signal for VRAM copies in the GPU. 2013-06-09 23:55:32 -07:00
Henrik Rydgard 2afbc94734 Turn off RTTI, simulate it where needed. 2013-06-09 13:02:16 +02:00
Unknown W. Brackets dbb2dfdcff Invalidate FBOs when it's obvious they should be.
This fixes videos not being visible in for example Star Ocean.
Most likely any games doing a copy directly from the mpeg decode.
2013-06-08 04:51:57 -07:00
Henrik Rydgard 0d0148dad3 Change check in DoBlockTransfer to catch some more videos. 2013-06-06 10:30:05 +02:00
Henrik Rydgard e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
Henrik Rydgard be483a1aa6 Another framebuffer / displayptr fix. 2013-06-06 00:30:42 +02:00
Henrik Rydgard 9ae044de43 Keep a separate pointer for non-VRAM displayptr. Fixes GTA intro movie while still not breaking MotoGP. 2013-06-06 00:01:43 +02:00
Henrik Rydgard 443e9eca8e DrawPixels: Avoid copying in the common case. 2013-06-05 23:32:04 +02:00
Henrik Rydgard 44042b0ef9 Detect a method that some games use to get video on the screen. No more need to turn on raw framebuffer in these cases (this may not catch all of them). 2013-06-05 23:03:42 +02:00
Henrik Rydgard 2221f221e3 Only create backing texture for DrawPixels when needed. 2013-06-05 23:03:23 +02:00
Henrik Rydgard a7f7410668 Merge branch 'master' into plugindownload 2013-06-05 16:13:55 +02:00
Unknown W. Brackets d3e488400c Multiply by the base color in ambient lighting.
JPCSP seems to do it this way.  Fixes #1692, and makes it consistent with
specular and diffuse, which seems right.
2013-06-04 22:54:19 -07:00
Henrik Rydgard 0c7833796b Merge branch 'master' into plugindownload
Conflicts:
	Core/Core.vcxproj
	Windows/PPSSPP.vcxproj
	native
2013-06-03 23:42:49 +02:00
Henrik Rydgard b3f3305068 vcproj update: enable multithread build 2013-06-02 23:45:44 +02:00
Sacha f825a07650 Move C++11 functions to std namespace. 2013-06-02 22:27:37 +10:00
Sacha b39a572043 Buildfixes.
Fix C++11 usage.
Remove redundancy.
Fix st_*time re-usage.
2013-06-02 13:26:39 +10:00
Henrik Rydgård 0e65c23346 Merge pull request #2020 from oioitff/mpeg-support
Rewrite some core functions for sceMpeg with ffmpeg.
2013-06-01 14:24:48 -07:00
oioitff a7657c5a70 Fix a tiny bug in Framebuffer.
Prepare for showing video images.
2013-06-02 01:28:23 +08:00
Henrik Rydgard ab4987bc20 Update to latest version of "native" 2013-05-31 23:10:58 +02:00
Unknown W. Brackets c115a6f36c Don't report alphatest masks for always/never. 2013-05-31 10:40:39 -07:00
Unknown W. Brackets 9c85bd92e4 Show statistics for GPU cycles executed per frame. 2013-05-31 10:40:16 -07:00
raven02 a945cf0e13 Fix incorrect texture in Dragon Ball Z Shin Budokai 2 2013-05-31 23:00:35 +08:00
King_DuckZ 61500281a9 Warning fix on Intel compiler. 2013-05-30 15:42:11 +02:00
King_DuckZ 1455452850 Trailing whitespaces removed. 2013-05-30 15:42:11 +02:00
Henrik Rydgard 2d8632cd7a Remove texture coordinate difference between HW and SW transform. Partly fixes #1963 2013-05-30 13:37:18 +02:00
raven02 4a31e13c9b Missing semi-colon 2013-05-30 18:33:11 +09:00
raven02 c4a3769aee Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen 2013-05-30 16:29:38 +08:00
jeid3 fc38cfe798 Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform) 2013-05-28 17:53:43 +02:00
Henrik Rydgård 99634a913a Disable QuickClutHash until it can be fixed. 2013-05-27 19:46:09 +02:00
jeid3 632ac03fc2 Build ios fix 2013-05-27 09:54:16 +01:00
Unknown W. Brackets f042894c3e Don't bypass the secondary cache on minihash fail. 2013-05-26 13:44:47 -07:00
Unknown W. Brackets 01e1a8093a Allow ConvertColors() to work as a copy op. 2013-05-26 13:31:58 -07:00
Unknown W. Brackets d2a52f48e5 Switch to a weaker, but faster clut hash. 2013-05-26 13:26:12 -07:00
Unknown W. Brackets 5dabdd3651 Make sure to update the CLUT if format changes.
Otherwise we throw away the loaded clut, which is no good.
2013-05-26 13:26:07 -07:00
Unknown W. Brackets c53386244d Don't hash the clut when it's not even used.
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens.  There shouldn't be any need to rehash the clut
either.

Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
2013-05-26 12:41:36 -07:00
Henrik Rydgard cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +02:00
Henrik Rydgard 7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard 199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Unknown W. Brackets 373561b90e Don't store clutformat in the texcache entry. 2013-05-20 01:00:14 -07:00