Unknown W. Brackets
1c3b60a8ee
Allow changing software skinning at runtime.
2014-06-28 21:46:43 -07:00
Unknown W. Brackets
d2d7d6e34b
Destroy all FBOs/textures upon sceKernelLoadExec().
...
It can confuse our heuristics about size, attachment, memcpy, etc.
2014-06-28 12:29:09 -07:00
Unknown W. Brackets
6d104edb5d
Make sure not to leak any enabled vertex arrays.
...
When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen. Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
2014-06-22 21:42:29 -07:00
Unknown W. Brackets
e762689ea8
Update vsync on resize, and before first FBO.
...
May take care of #4440 .
2014-06-15 15:19:49 -07:00
Unknown W. Brackets
eaf3288304
Add debug interface for non-L0 texture preview.
2014-06-15 09:30:37 -07:00
Unknown W. Brackets
1d9f7b04fc
Implement in-shader blending on gles2 / gl2.
...
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
adee76cd62
Add a matching PerformMemoryUpload().
...
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Unknown W. Brackets
089ee41d9c
Implement a very basic stencil upload.
...
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
1433b98c46
Clean up the framebuffer force downloads.
2014-05-31 10:03:03 -07:00
Henrik Rydgard
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Henrik Rydgård
8d84c912eb
Merge pull request #6070 from unknownbrackets/gpu-blend
...
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets
8dcc09c9e1
Use a separate func for gpu memset().
2014-05-27 07:50:01 -07:00
Unknown W. Brackets
4b978ed6f9
Apply unsupported blending modes in the shader.
...
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets
e4dc702d68
Schedule the FBO blit during multithreading.
...
This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -07:00
Unknown W. Brackets
8275f613ce
UpdateMemory() now returns whether to skip the cpy.
...
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
424d93e9a9
Separate out the fog color/coef executes.
2014-04-21 22:56:54 -07:00
Unknown W. Brackets
38b92e48ec
Fix uniform dirtying on colortest mask.
2014-04-21 22:54:17 -07:00
Unknown W. Brackets
1bbd3d04af
Move the light params to separate funcs.
2014-04-21 22:47:44 -07:00
raven02
abc5c86339
Split out texture level
2014-04-19 06:45:17 +08:00
Unknown W. Brackets
1e61fd7a02
Split out the clutformat cmd as well.
2014-04-17 22:57:02 -07:00
Unknown W. Brackets
90365943ff
Split out the bounding box and stencil test cmds.
2014-04-17 22:54:23 -07:00
Unknown W. Brackets
b953ff8f33
Split out viewport type commands.
2014-04-17 22:49:09 -07:00
Unknown W. Brackets
5ed851204c
Split out a few more common cmds.
2014-04-17 22:41:37 -07:00
Unknown W. Brackets
5ba924225e
Move out texformat as well.
2014-04-17 08:29:44 -07:00
Unknown W. Brackets
7d34c20418
Split out the texscale/offset cmds.
2014-04-17 08:26:38 -07:00
Unknown W. Brackets
e8f42f069e
Split out some texture and testing cmds.
2014-04-17 08:18:43 -07:00
Unknown W. Brackets
fbe28dbeef
Move spline and bezier as well to separate funcs.
2014-04-17 08:09:44 -07:00
Unknown W. Brackets
12716afce2
Move out block transfer too, common in GoW.
2014-04-17 08:05:16 -07:00
Unknown W. Brackets
130c11c518
Move matrix loads to separate op cmds.
2014-04-17 08:00:01 -07:00
Unknown W. Brackets
49738a4d9f
Keep flags and func together.
...
Seems not to make a big difference, though.
2014-04-17 01:36:24 -07:00
Unknown W. Brackets
c90f3a3e80
Split out more of the top GE cmd funcs.
2014-04-17 01:18:53 -07:00
Unknown W. Brackets
9851400681
Move a few GE cmds to separate funcs.
...
2% improvement in God Eater 2.
2014-04-17 01:18:52 -07:00
Unknown W. Brackets
e06c135be4
Allow individual cmd funcs to be called.
...
Rather than a single one, ExecuteOpInternal(). This allows less "huge
switch" code organization, and will (once separated) also improve speed.
2014-04-17 01:18:51 -07:00
Unknown W. Brackets
a4327702f1
Reduce some includes under GPU/.
2014-03-29 16:51:38 -07:00
Unknown W. Brackets
0a880b09ad
Allow fast bone mtx loads w/o software skinning.
2014-03-02 18:12:40 -08:00
Unknown W. Brackets
d35717f5a8
Also report the vertex decoder jit to verysleepy.
...
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Unknown W. Brackets
fcc77f525f
Implement some basic vertex previews on prim.
...
3D doesn't work correctly (sometimes it does...) 2D should be working.
2013-11-17 13:27:50 -08:00
Unknown W. Brackets
78400fd460
Avoid some dereferencing in gpu FastRunLoop.
2013-11-06 07:50:16 -08:00
Henrik Rydgard
a88ab80477
Only clear the shader cache when toggling "Disable alpha test"
2013-10-22 14:34:16 +02:00
Henrik Rydgård
39d28c27e2
Update native with gl shutdown fix (helps orientation change).
...
This also adds some logging that helped me figure things out.
2013-10-09 16:09:16 +02:00
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
...
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets
81e71dd8d7
Add a way to get to the current texture as well.
2013-09-27 22:46:08 -07:00
Unknown W. Brackets
6af44910c1
Add an interface to return the current framebuffer.
2013-09-22 19:03:31 -07:00
Henrik Rydgard
a3fa3c9c2d
Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
...
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
2013-08-23 13:36:55 +02:00
Henrik Rydgard
d9cd0d1fe9
Been meaning to rename DisplayListInterpreter->GLES_GPU forever
2013-08-20 22:34:47 +02:00