Commit Graph
279 Commits
Author SHA1 Message Date
Henrik Rydgard bdc467769e Some shader and vertex format optimizations 2013-02-05 01:37:00 +01:00
Henrik Rydgard 3ee6ff01e1 Fix screen size when not using buffered rendering on Android 2013-02-04 23:39:09 +01:00
Henrik Rydgard 5c5f6ef165 Fix error in vertex shader compiler - no uniform called u_matambient 2013-02-04 23:33:14 +01:00
Henrik Rydgard bf51291527 Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout. 2013-02-04 23:10:40 +01:00
Henrik Rydgård 0737021858 Merge pull request #601 from unknownbrackets/hw-transform
Match the lighting/alpha logic in the sw transform
2013-02-04 11:09:38 -08:00
Unknown W. Brackets 2a6457b6ab Cut down on h files including PointerWrap.
This makes changes to it a bit faster to build.
2013-02-04 08:26:59 -08:00
Henrik Rydgård edb9cf5c71 Merge pull request #598 from lioncash/master
Found another check that should be before the other one.
2013-02-04 08:17:59 -08:00
lioncash 5acce242c1 Another 'Check if the number is within range before accessing' array change 2013-02-04 09:36:58 -05:00
lioncash 3221438de4 Check if num is within range *before* accessing the array. 2013-02-04 08:53:20 -05:00
lioncash 025a1351b4 Get rid of unused iterators.
Also fix the formatting in 3 sprintf calls.
2013-02-04 08:49:58 -05:00
Henrik Rydgård b9dd8d0277 Merge pull request #589 from Orphis/dlist-rewrite-part1
Dlist rewrite part1
2013-02-03 22:49:16 -08:00
Florent Castelli 8004d360dd Interrupt handler reorganization for easier GE interrupt support 2013-02-04 03:10:01 +01:00
Henrik Rydgard a54fb0e55d Disassemble a few more Ge ops. 2013-02-04 00:03:23 +01:00
Henrik Rydgard ce059eedf5 Disable non-through RotateUV, according to Raven02 it seems it's not needed although I have my doubts :) 2013-02-03 21:46:31 +01:00
Henrik Rydgard 2bacf8071f Fix RotateUV. Apparently the rules are reversed in through mode. 2013-02-03 12:27:52 +01:00
Unknown W. Brackets c323a89c8d Match the lighting/alpha logic in the sw transform. 2013-02-03 00:10:40 -08:00
Henrik Rydgard 00f9c97479 Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
2013-02-02 23:48:22 +01:00
Henrik Rydgard 510f1ac3f4 Some misc GE constant renames / disasm 2013-02-02 13:40:26 +01:00
Henrik Rydgard 0769a1d3e8 I think I finally understood how origin-relative GE jumps are supposed to work. 2013-02-02 13:38:34 +01:00
Henrik Rydgard 78906531f9 Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before. 2013-02-02 12:38:25 +01:00
Henrik Rydgard 02936d5090 Don't use palette addr to build the cache key if the texture doesn't use one. 2013-02-01 00:02:50 +01:00
raven02 d29245d007 Fix viewport resize 2013-01-31 19:19:45 +08:00
Unknown W. Brackets e8519a8a9b Walk a pointer in texture reading too. 2013-01-31 00:49:18 -08:00
Unknown W. Brackets 63ef98a994 Use pointer walking and sizeInRAM for texture hash. 2013-01-31 00:30:48 -08:00
Unknown W. Brackets 8bf5189324 Looks like these should be pos/nrm/col. 2013-01-31 00:02:52 -08:00
Unknown W. Brackets 39663a1409 Check RET isn't hit right away for safety. 2013-01-31 00:02:52 -08:00
Henrik Rydgard 64a376516e Move all the framebuffer management out into its own file. 2013-01-30 21:09:53 +01:00
Henrik Rydgard 3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Unknown W. Brackets c81d296534 Use memcpy also in Step_Color8888(). 2013-01-29 08:45:04 -08:00
Unknown W. Brackets 661c7132c4 Don't check that the pc is valid every single op. 2013-01-29 08:19:07 -08:00
Henrik Rydgard 366583d34f Align some vertex arrays to page size. It's said to possibly be beneficial. 2013-01-29 00:48:13 +01:00
Henrik Rydgard 4f8cdb8370 Delete now-unnecessary (hopefully) sanity check 2013-01-28 19:29:12 +01:00
Henrik Rydgard 4773f20fad Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
Henrik Rydgard d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Henrik Rydgard 8b180513cb Assorted GPU cleanup/fixing (fbo, vbo draw type) 2013-01-26 21:39:36 +01:00
Unknown W. Brackets 6e403be006 Skip a double map lookup.
Profiler says this was taking extra time.  Only saves 0.23%.
2013-01-26 11:36:45 -08:00
Henrik Rydgard 0930b5b587 Typo + warning fix 2013-01-25 19:08:28 +01:00
Henrik Rydgard 8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard 7a5aa60b3a Disasm GE_CMD_REVERSENORMAL 2013-01-25 18:29:13 +01:00
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