Commit graph

3942 commits

Author SHA1 Message Date
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
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