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.
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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.
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Fixes Riviera, #2214 .
2013-08-19 00:33:15 -07:00
Unknown W. Brackets
52f1de8f1d
Use xxHash instead of CityHash, it's faster.
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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()
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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.
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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.
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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.
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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.
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They are too high and cause problems for games.
2013-06-29 20:53:03 -07:00
oioitff
2fa9637818
Use a larger index buffer.
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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.
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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.
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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.
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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.
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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.
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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