Commit Graph
240 Commits
Author SHA1 Message Date
raven02 104dfcb6e4 Fix too dark issue in-game 2013-01-25 21:15:56 +08:00
Unknown W. Brackets 81225e0f09 Fix flicker caused by using the wrong fbo. 2013-01-24 21:36:28 -08:00
Henrik Rydgard b1bbbc44fc Add enable/disable dithering. Respect chosen framebuffer color depth. 2013-01-23 23:04:09 +01:00
Henrik Rydgard a7bc2ea120 Clearing FBOs on bind was a bit too aggressive an optimization. 2013-01-23 08:31:29 +01:00
Henrik Rydgard dbdd461a53 Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
2013-01-22 22:27:03 +01:00
Henrik Rydgard e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Henrik Rydgard 14d26141a5 TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range. 2013-01-22 22:03:39 +01:00
Henrik Rydgard b30ab91379 GCC fix 2013-01-21 19:19:41 +01:00
Henrik Rydgard 2f0cf82f72 Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +01:00
Xele02 77af8f4727 Change cast which break build on linux 2013-01-21 01:25:48 +01:00
Henrik Rydgard 784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00
Henrik Rydgard 3b8ea62b05 Cannot cache vertices when morph is enabled. 2013-01-20 22:48:29 +01:00
Henrik Rydgard e15b580df6 Avoid using an element buffer in more cases. 2013-01-20 22:42:38 +01:00
Henrik Rydgard d9c9a9102a Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
2013-01-20 22:05:11 +01:00
Henrik Rydgard 611fb3536f Try to use glDrawArrays in more situations, saving us a buffer. Misc. 2013-01-20 21:52:54 +01:00
Henrik Rydgard 8b4deb93ce Merge branch 'master' into vertexcache 2013-01-20 19:18:52 +01:00
Henrik Rydgård b93f974ff1 Merge pull request #423 from raven02/hw
Fix alpha blending for HW transform
2013-01-20 08:22:31 -08:00
Henrik Rydgard 1b1a275dcc GPU "dirty" optimization, wip vertexcache 2013-01-20 13:15:46 +01:00
Henrik Rydgard 04860322f4 Merge branch 'master' into vertexcache 2013-01-20 11:30:11 +01:00
raven02 139932f7a0 Revert color0 to be original 2013-01-20 12:41:47 +08:00
Unknown W. Brackets 140fd171ef Fix some 64-bit type conversion warnings. 2013-01-19 13:48:20 -08:00
Henrik Rydgard 201e1ea0bc Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet. 2013-01-19 19:22:15 +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
raven02 72286191a1 Fix alpha blending for HW transform 2013-01-15 08:24:04 +08:00
Henrik Rydgard 3931323f5b Commented out the wrong half of the RotateUVs check... 2013-01-14 21:41:39 +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 85afa9c036 Always specify all buffers for clearing. Missing one hurst, one extra doesn't. 2013-01-14 20:44:10 +01:00
Henrik Rydgård 21b93d33cd Merge pull request #405 from raven02/g3d-log
Add disable G3D log to option menu , make default false
2013-01-13 08:34:28 -08:00
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 6c9d28205d Disable the LoggingDeadline. Uncomment if you want to use it. 2013-01-12 12:52:00 +01:00
raven02 908e4ecabf Revert AB for HW transform until find a better fix 2013-01-12 08:24:05 +08:00
Henrik Rydgard 5a2fc722f6 VBO buffer rotation. Helps a little on my Nexus S but perf is still bad. 2013-01-11 19:03:16 +01:00
Henrik Rydgard 29e422cbf1 Avoid flicker by not throwing away the last 3 FBOs. 2013-01-11 17:55:26 +01:00
Henrik Rydgard 6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard 7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
raven02 4e683911c7 Fix alpha blending for SW transform 2013-01-10 22:21:28 +08:00
raven02 79c9c29251 Fix alpha blending for HW transform 2013-01-10 22:19:06 +08:00
Henrik Rydgard b6d7127734 VBO should be optional for SW transform too. 2013-01-10 13:08:04 +01:00
Henrik Rydgard 479d1f5111 Draw using VBO. Add option, make default true. 2013-01-10 12:54:36 +01:00
Lewis Robbins 64ee61a150 fixed compiling error 2013-01-10 08:02:55 +00:00
Lewis Robbins 4ae9ead2ce clean up of GPUCommon 2013-01-09 21:13:09 +00:00
Henrik Rydgard 03eacd1af3 Save 16K. 2013-01-07 13:00:28 +01:00
Henrik Rydgard 2340b66b27 Fix envmapping on hw transform 2013-01-07 10:49:16 +01:00
Henrik Rydgard 62cc953bad Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0. 2013-01-07 10:07:00 +01:00
Henrik Rydgard 0183a407dd Fix RECTANGLE rotation in the other direction too. 2013-01-07 09:52:47 +01:00
KentuckyCompass a1f35ebe7e Fix crash from lastShader pointer = 0xcdcdcdcd 2013-01-07 00:21:07 -08:00
Henrik Rydgard a1bf5a2a10 Save on gl[Enable/Disable]VertexAttribArray calls. 2013-01-06 23:50:05 +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