Commit Graph
205 Commits
Author SHA1 Message Date
Unknown W. Brackets cc36da061b These are in gstate_c, don't need externs. 2013-06-30 23:56:23 -07:00
Juliano do Amaral Chaves d0aeff0d4b Update DisplayListInterpreter.cpp 2013-06-29 21:07:04 -03:00
Henrik Rydgard f3c227041d Only set uniform variables as dirty when there's a difference in value. 2013-06-24 19:25:22 +02:00
Henrik Rydgård cc705c72eb Revert "Support tex level factor 000001 (fixed at 0, that is, mipmapping off)"
This reverts commit eaede89761.

Conflicts:
	GPU/GLES/TextureCache.cpp
2013-06-21 10:02:57 +02:00
Henrik Rydgard eaede89761 Support tex level factor 000001 (fixed at 0, that is, mipmapping off) 2013-06-20 21:57:09 +02:00
Henrik Rydgard e782b6f20e Add VSync option in Windows. Turns itself off when unthrottled. 2013-06-16 23:45:06 +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 Rydgard ea2b923ddf Logic precedence error, warning fixes 2013-06-11 11:05:34 +02:00
Unknown W. Brackets f8d6bda678 Add a better signal for VRAM copies in the GPU. 2013-06-09 23:55:32 -07:00
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 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 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
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
Henrik Rydgård 367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
Unknown W. Brackets 41fb41afdb Only report these once to avoid spam. 2013-05-12 12:00:21 -07:00
Unknown W. Brackets 5619c84432 Defer palette conversion after clut load.
Because the format can easily be specified afterward.
2013-05-12 10:57:41 -07:00
Unknown W. Brackets 39c0e6c096 Add reporting for unsupported GE commands.
And clean up some disasm for a couple others.
2013-05-12 10:30:26 -07:00
Unknown W. Brackets 7e23299c36 Immediately load the clut on LOADCLUT. 2013-05-12 01:56:26 -07:00
Unknown W. Brackets 518394cca8 Allow the full features string to be logged. 2013-05-12 01:56:25 -07:00
Unknown W. Brackets 7dd0d242e2 Load the clut only using LOADCLUT, not every tex.
This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
2013-05-12 01:56:24 -07:00
Unknown W. Brackets 84ab8aa79b Add reporting for alphatest mask.
Actually, maybe it being 0x00 could be advantageous...
2013-05-11 01:19:46 -07:00
Unknown W. Brackets 3c0ed69fd2 Improve GPU invalidation interface, check fonts.
When a font is rendered, tell the GPU about it, but don't rehash.

This not only improves perf (less hashing) but makes font changes more
immediate (no deferred hashing.)  But only if they use sceFont.
2013-05-05 22:52:01 -07:00
Peter ThomanandPeter Thoman 2212e7f609 Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately 2013-04-30 17:58:05 +02:00
Unknown W. Brackets b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets 5cea38e405 Reporting: catch information about the GPU. 2013-04-29 00:26:43 -07:00
Unknown W. Brackets 1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
Henrik Rydgard 6f4ad05582 Remove some unused code, add some stubs to vfpu jit, some cleanup 2013-04-27 19:35:42 +02:00
Unknown W. Brackets 85a23dac63 Avoid framebuffer lookups for repeated prims.
There are usually many prims per framebuffer.  This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
Henrik Rydgard b52d21bd4a Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices. 2013-04-20 23:37:07 +02:00
Henrik Rydgard 70bb4e1c85 Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
raven02 4a8d3c331a Consolidate DIRTY_MATAMBIENTALPHA/DIRTY_MATSPECULAR 2013-04-20 22:46:25 +08:00
Henrik Rydgard e3fb88de68 Background thread for icon loading, show in game list. Switch to GNU STL in Android port. 2013-04-13 21:24:07 +02:00
BeaR fa3a1fbd52 Add support for spotlights 2013-04-09 18:26:06 +02:00
Unknown W. Brackets 0e0b074ed7 Correct dest stride on GPU block transfer. 2013-04-08 08:36:51 -07:00
Unknown W. Brackets 210c7b1639 Slow down the GPU clock estimate.
This makes  Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00
Henrik Rydgard 5427f20b90 Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around. 2013-04-07 23:31:04 +02:00
Unknown W. Brackets cd246d27c3 Count cycles in the GPU, rough guess at timing.
Doesn't actually do anything yet with the count, though.
2013-04-03 08:10:58 -07:00
raven02andunknown 71ede82f6d Fix in-game flickering in Dissidia Final Fantasy 2013-04-03 06:36:37 +08:00
Unknown W. Brackets affe91cb3b Refactor some GPU methods to return errors. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets 0f15a5eae6 Move the pc-management cmds to GPUCommon. 2013-03-31 23:57:02 -07:00
raven02 6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
Henrik Rydgard b1108f3290 Respect the size of the current FBO when drawing. Some cleanup. 2013-03-16 00:40:37 +01:00
Henrik Rydgard cf458dba60 gpu: Add support for scissor rectangle 2013-03-15 22:24:16 +01:00
raven02 ec6e45e3bd Use GL_TRUE for glstate.colorMask.set 2013-03-08 22:13:40 +08:00
Henrik Rydgard d4603136f0 Minor stuff: Fake-implement sceKernelReferThreadProfiler, make sure GPU frame dump logging gets output by not sending it to G3D. 2013-03-04 22:15:39 +01:00
Henrik Rydgard 4474adee1d Fix frameskip + unbuffered 2013-03-03 13:21:06 +01:00
Henrik Rydgard bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Unknown W. Brackets f2b3d6fb50 Buildfix, should be in GLES. 2013-03-02 13:17:04 -08:00