Commit graph

185 commits

Author SHA1 Message Date
raven02
1981195c5b SW : Treat light type 3 as light type 2 2013-08-20 11:45:09 +08:00
Unknown W. Brackets
12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Unknown W. Brackets
a5cf284c1b Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
Fixes Riviera, #2214.
2013-08-19 00:33:15 -07:00
Unknown W. Brackets
52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
Henrik Rydgard
8e2c485373 Some microoptimization 2013-08-11 22:12:14 +02:00
The Dax
01e9111ac5 Remove Stream VBO option. 2013-08-09 05:18:24 -04:00
Henrik Rydgard
51ffdfa132 Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations. 2013-08-07 22:34:00 +02:00
Henrik Rydgard
773115bb6d GPU: tiny optimization and log fix 2013-08-06 19:08:38 +02:00
Henrik Rydgard
61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
neobrain
6926926267 GPU/Math3D: Change Vec3 to allow for arbitrary component base types. 2013-07-29 22:26:41 +02:00
neobrain
0ed6e93b22 GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
2013-07-29 22:26:41 +02:00
neobrain
c502429c8f GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
2013-07-29 22:26:41 +02:00
neobrain
17759082dc GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross. 2013-07-29 22:26:41 +02:00
raven02
3ff54b53a1 TransformPipeline : Set case 3 as default #1 2013-07-29 16:54:09 +08:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Unknown W. Brackets
efb1eddbc8 Remove an unused private var. 2013-07-26 22:13:43 -07:00
Henrik Rydgard
eaf5cc169d TransformPipeline: Minor memory optimization and a prim sanity check 2013-07-22 19:22:38 +02:00
Unknown W. Brackets
abd9dc6137 Use the light computation/type GE accessors. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets
988614f6d0 Use lightning GE state accessors where appropriate. 2013-07-21 19:44:30 -07:00
Henrik Rydgard
bf1e07661a Cheap HW transform solution for raven02's texture scaling fix. 2013-07-10 01:23:35 +02:00
raven02
78f85db1bb Use multiplies instead of divide 2013-07-10 02:55:08 +08:00
raven02
dca4b1eef3 Fix Render-to-texture sizing in SW T&L 2013-07-10 02:17:47 +08:00
Unknown W. Brackets
8c4d99270f Report unsupported vertex formats, initialize.
Initializing mostly so warnings are happy.
2013-07-07 20:31:06 -07:00
Henrik Rydgard
79110638c9 Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right) 2013-07-06 22:50:06 +02:00
raven02
5ecaf4b8bc SW : revert multiple with 2.0 2013-07-06 22:48:24 +08:00
Henrik Rydgard
a599bf7500 Assorted warning fixes and cleanups 2013-07-06 11:09:19 +02:00
raven02
fb07c6482c SW T&L: remove multiple with 2.0 2013-07-01 08:16:26 +08:00
Unknown W. Brackets
bf16c79b66 Cut down on estimated GPU cycle counts.
They are too high and cause problems for games.
2013-06-29 20:53:03 -07:00
oioitff
2fa9637818 Use a larger index buffer.
Fix crash for 7th Dragon 2020 at some certain places.
2013-06-21 23:42:09 +08:00
HuangKangJing
9e0fe6f1e6 Fixed a build error on 64-bit linux. 2013-06-14 14:24:04 +08:00
Henrik Rydgard
e809e39681 Mips interpreter: Use unions instead of ugly casts. Strict-aliasing builds now work, but needs more testing so I don't enable it yet. Also some aliasing fixes for TransformPipeline. 2013-06-11 21:44:37 +02:00
Henrik Rydgard
e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
Henrik Rydgard
2221f221e3 Only create backing texture for DrawPixels when needed. 2013-06-05 23:03:23 +02:00
Unknown W. Brackets
d3e488400c Multiply by the base color in ambient lighting.
JPCSP seems to do it this way.  Fixes #1692, and makes it consistent with
specular and diffuse, which seems right.
2013-06-04 22:54:19 -07:00
Henrik Rydgard
2d8632cd7a Remove texture coordinate difference between HW and SW transform. Partly fixes #1963 2013-05-30 13:37:18 +02:00
Henrik Rydgard
5c1425f900 Detect clears, replace with glClear(). Needs more testing, disabled for now. 2013-05-09 09:47:39 +02:00
Unknown W. Brackets
a0e6917ee8 If unspecified, default normal to 0, 0, 1.
Fixes Trails in the Sky buttons and improves Kingdom Hearts lighting.
2013-05-04 13:23:50 -07:00
Henrik Rydgard
6d66577f17 Don't write to transformedvertex.color1[4], it doesn't exist. 2013-05-02 20:18:46 +02:00
Henrik Rydgard
5f1ed03165 Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
This reverts commit a265569928, reversing
changes made to 06999ae649.
2013-04-21 21:09:02 +02:00
Henrik Rydgard
e877821cca Turn off the single-strip optimization for software transform as it doesn't work yet. 2013-04-21 19:32:57 +02:00
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
BeaR
de7c1ef327 Correct ambient light 2013-04-18 17:36:20 +02:00
Henrik Rydgard
c04ce5a64e Implement projective texture mapping. It's not used a great deal but good to have. 2013-04-17 21:41:47 +02:00
BeaR
8cc3f01b7b Use correct state for lmode 2013-04-16 19:22:18 +02:00
BeaR
c9daf8df7b Cleanup and fix vertex shader 2013-04-16 19:01:18 +02:00
BeaR
f7739ccdc2 Apply attenuation to ambient light 2013-04-15 19:11:26 +02:00
Henrik Rydgard
af06611691 Fix bug in ServerHostname found by MSVC's debug allocator. Sneak in a comment. 2013-04-14 10:04:07 +02:00