Commit graph

412 commits

Author SHA1 Message Date
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
Henrik Rydgard
7a7c92edeb Oops (forgot to remove a debug statement). 2013-01-06 18:17:01 +01:00
Henrik Rydgard
26a5bfcd5d Avoid setting texture filter over and over again. 2013-01-06 17:44:14 +01:00
Henrik Rydgard
88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00
Henrik Rydgard
66a098c863 Some simple optimizations to texturecache 2013-01-06 12:11:47 +01:00
Unknown W. Brackets
adf8c71745 Recheck writebackall'd textures more frequently.
Since we're dealing with texture upload speed (time), basing this off
number of times invalidated (also time usually) seems to make sense.

This helps lazy games that just use writebackall and expect their
graphics to update.
2013-01-05 17:24:19 -08:00
Unknown W. Brackets
3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
Henrik Rydgard
d8d2246236 Implement sceGeGetMtx and sceGeGetCmd 2013-01-05 19:26:37 +01:00
Henrik Rydgard
835ac23cc4 Flush before some more display list ops 2013-01-05 18:15:28 +01:00
Henrik Rydgard
3e51224d86 Re-enable viewport code. Let me know what it breaks by posting an issue. 2013-01-05 11:50:12 +01:00
Henrik Rydgard
f8ae18a130 "Fix" bezier the old way (puzzle bobble works again at least). 2013-01-04 09:54:19 +01:00
Henrik Rydgard
c3679166e5 Fix flicker in a bunch of games. Fix is a little hacky but okay for 0.5. 2013-01-03 10:19:18 +01:00
Henrik Rydgard
363f158a0a Just warning fixes 2013-01-02 21:13:21 +01:00
Henrik Rydgard
972e4ea4e4 Warning fixes, prevent a possible (but unlikely) crash 2013-01-02 21:05:00 +01:00
Florent Castelli
0daa4b5881 Merge pull request #306 from raven02/ambient-fix
Fix ambient color in SW Transform
2013-01-01 11:25:48 -08:00
raven02
39d3b767d9 Fix ambient color in SW Transform 2013-01-01 23:15:27 +08:00
raven02
55f986428d Use 2.0 alpha value to match real PSP 2013-01-01 22:00:20 +08:00
raven02
753e9b3b16 Fix SW lighting 2013-01-01 13:44:40 +08:00
Unknown W. Brackets
97bdaf5dd2 Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets
589916fca2 Move GPU state to sceDisplay, reset GPU on load. 2012-12-29 12:49:49 -08:00
Unknown W. Brackets
ea9f0be28a Save more of the GPU's state, fix a crash.
Well, ReapplyGfxState() seems kinda dangerous now...
2012-12-29 11:41:33 -08:00
Henrik Rydgård
e8f1f46962 Merge pull request #280 from Orphis/gpucommon
Refactor some NullGPU and GLES common parts into GPUCommon class
2012-12-28 23:15:49 -08:00
Florent Castelli
36a71eafd0 Move InterpretList and ProcessDLQueue to GPUCommon 2012-12-29 03:11:36 +01:00
Florent Castelli
6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
raven02
b94bcad288 Fall back to original filter logic when filter option is off 2012-12-29 09:48:46 +08:00
Henrik Rydgård
75ce287213 Add more stuff to GeDisasm. Advance index pointer on indexed draws. 2012-12-28 20:54:00 +01:00
Henrik Rydgård
e2cc226d0d Just some cleanup of GPU code 2012-12-28 20:54:00 +01:00
raven02
e407ec4314 User define linear filtering 2012-12-29 00:39:46 +08:00
Henrik Rydgård
3e8561ab5b ge: fix bug with indexed primitives 2012-12-27 23:45:06 +01:00