Unknown W. Brackets
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27550a2336
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Update some flags in GLES_GPU.
It's useful to know if we need to have a correct PC value or downcount.
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2014-03-29 14:10:35 -07:00 |
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Unknown W. Brackets
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61f5d3d360
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Initial stab at tracking vertex alpha.
Not sure what efficient method to use on x86...
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2014-03-24 01:26:55 -07:00 |
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Unknown W. Brackets
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29f9ea5df6
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vertexjit: support 8888 morph on ARM.
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2014-03-23 16:26:14 -07:00 |
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Unknown W. Brackets
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162f229294
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vertexjit: Support the color morphs on x86.
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2014-03-22 15:56:29 -07:00 |
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Unknown W. Brackets
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fb63dad54e
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vertexjit: Implement Morph pos/nrm variants on x86.
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2014-03-02 20:11:40 -08:00 |
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Henrik Rydgard
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acb3994172
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Split VertexDecoder into files for ARM and x86, got too large.
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2013-11-24 15:58:15 +01:00 |
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Henrik Rydgard
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adde016338
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vtxdec sw skin arm: Simplify code, try a slightly different approach.
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2013-11-14 23:07:23 +01:00 |
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Henrik Rydgård
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9bbdd1907d
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Kind-of optimized ARM software skinning (non-NEON)
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2013-11-13 18:11:35 +01:00 |
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Henrik Rydgard
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6221dbaf5d
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Optimize software skinning for x86.
Can't seem to get a win on Windows vs hardware skinning though, even though
draw calls drop by 2/3rd...
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2013-11-13 18:10:58 +01:00 |
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Henrik Rydgard
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7e67476b00
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Simple unoptimized software skinning.
Does not take advantage of the possible reduction in state changes yet.
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2013-11-13 18:10:57 +01:00 |
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Henrik Rydgard
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381b6d0f05
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VertexDecoder JIT: Add the last missing ones except morph, I think.
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2013-11-08 12:43:46 +01:00 |
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Henrik Rydgård
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367bcf6d4f
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Prescale in the vertex dec jit. Needs debugging.
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2013-11-07 01:24:53 +01:00 |
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Henrik Rydgard
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f0fd7679ce
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Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
Other minor changes and fixes.
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2013-11-03 20:15:42 +01:00 |
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Henrik Rydgard
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810b1a061f
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Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
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2013-11-03 15:27:12 +01:00 |
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Henrik Rydgard
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cc6681cd0b
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
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2013-09-15 12:52:44 +02:00 |
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Unknown W. Brackets
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26f935bbe5
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Bypass vertex decoder z scaling.
Everything is compared against the u16 value. This should be correct for
throughmode at least.
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2013-09-14 15:48:11 -07:00 |
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Henrik Rydgard
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9dcd67fc31
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Pass the new sha1/md5 test.
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2013-09-03 00:36:55 +02:00 |
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raven02
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b523c74686
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Minor fix the ERROR_LOG_REPORT_ONCE in ReadColor1()
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2013-09-02 19:39:26 +08:00 |
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raven02
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ebcccdbb6f
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Add DEC_U8A_2
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2013-09-02 14:47:15 +08:00 |
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Henrik Rydgard
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772f9cc585
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Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
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2013-08-23 00:33:18 +02:00 |
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raven02
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703d5a70f3
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VertexDecoder: Fix a typo #2
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2013-07-29 16:41:55 +08:00 |
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Henrik Rydgard
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2eaf581bbe
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Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
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2013-07-27 23:23:17 +02:00 |
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Henrik Rydgard
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8602c276ca
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Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
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2013-07-27 22:14:34 +02:00 |
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Unknown W. Brackets
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6ffaf98d7f
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Try to force gcc to notice hasNormal().
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2013-07-26 22:50:55 -07:00 |
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Henrik Rydgård
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6cb966a5fe
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Fix a warning found by the new version of xcode
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2013-07-08 23:28:24 +02:00 |
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Unknown W. Brackets
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8c4d99270f
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Report unsupported vertex formats, initialize.
Initializing mostly so warnings are happy.
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2013-07-07 20:31:06 -07:00 |
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The Dax
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8ab734d516
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Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314.
Also address various coding style issues.
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2013-06-26 16:02:52 -04:00 |
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Henrik Rydgard
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c04ce5a64e
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Implement projective texture mapping. It's not used a great deal but good to have.
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2013-04-17 21:41:47 +02:00 |
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Henrik Rydgard
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d96c588288
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Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
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2013-03-24 12:28:42 +01:00 |
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Henrik Rydgard
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57e82619ca
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Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
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2013-03-24 01:13:02 +01:00 |
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Henrik Rydgard
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b4977610cc
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Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
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2013-03-23 13:12:52 +01:00 |
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Henrik Rydgard
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7995d1418c
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Safer float->u16 cast.
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2013-02-21 19:10:30 +01:00 |
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Henrik Rydgard
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690ebb2e58
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Proper fix for the annoying through-mode depth issues.
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2013-02-20 22:49:41 +01:00 |
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Henrik Rydgard
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67272ec271
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Scale Z to 0...1 in through mode.
(alternatively, could try setting through mode depth range to 65536..0)
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2013-02-19 21:38:19 +01:00 |
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raven02
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2745bb4f14
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pos[0]/[1] are signed while pos[2] is unsigned in 2D transform
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2013-02-20 01:37:19 +08:00 |
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raven02
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9e38174b14
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Clamp pos[2] when transform 2D only
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2013-02-20 01:11:26 +08:00 |
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raven02
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2ed1b9ee0b
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Minor cleanup and use byte(b)/short(s)/float(p)
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2013-02-20 00:20:00 +08:00 |
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raven02
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9eaf58773b
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Add 8 bit for weight type 1
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2013-02-19 22:55:46 +08:00 |
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raven02
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5ba1775572
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pos[2] larger than 65535 is clamped to 65535 and not 0
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2013-02-19 22:39:38 +08:00 |
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oioitff
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83b2849192
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pos[2] is limited between 0 and 65535
fix the black screen issue for Toaru Majutsu no Index, and Toaru Kagaku no Railgun.
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2013-02-19 19:17:15 +08:00 |
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raven02
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2bf958b06f
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Stylish the case DEC_U8_2/DEC_U16_2/DEC_FLOAT_2
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2013-02-17 20:50:17 +08:00 |
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Henrik Rydgard
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c695d8dbf1
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Yet another UV fix
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2013-02-15 20:17:47 +01:00 |
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Unknown W. Brackets
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d0ab1c8ffc
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Set VertexReader's vtype_ to prevent oddness.
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2013-02-14 08:32:37 -08:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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80f4dc4e3a
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Fix issue with half sized skinned objects in SW transform.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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