Unknown W. Brackets
51a4ba9950
softgpu: Support screen scaling filter.
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No reason it has to be nearest, we have an option for that.
2016-01-17 23:47:42 -08:00
Unknown W. Brackets
1a2c7ea487
softgpu: Recreate VAO on device lost.
2016-01-17 23:33:59 -08:00
Unknown W. Brackets
bf536e56f5
softgpu: Use common GLSL creation code.
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This ought to handle leaving the app on Android, for example. Not that
tons of Android users are using softgpu...
2016-01-17 23:33:58 -08:00
Unknown W. Brackets
f60aef2e16
Add a more specific interface for video frames.
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Since we know more about them. No functional change yet.
2016-01-17 12:57:26 -08:00
Unknown W. Brackets
c6ffed6484
gedbg: Add mechanics to grab CLUT buffer.
2016-01-10 09:25:19 -08:00
Unknown W. Brackets
3e173d14bd
Oops, unset VAO in softgpu after use.
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It can bleed over and cause UI to not render properly.
2015-12-30 10:25:47 -08:00
Unknown W. Brackets
0485f1bd96
softgpu: Use a VAO for copying to screen.
2015-12-19 09:18:32 -08:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
LunaMoo
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
LunaMoo
ae1cf1d85d
Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
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//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard
ab3468ea02
Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
2015-09-06 13:45:17 +02:00
Henrik Rydgard
72ae497350
Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.
2015-09-06 12:42:15 +02:00
Unknown W. Brackets
33d8c3c1af
Don't report software clut zeroing.
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This has been tested, no need to report anymore.
2015-06-21 12:25:38 -07:00
Henrik Rydgård
00e57b1483
Merge pull request #7808 from hrydgard/savedata-screen
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Savedata management screen
2015-06-12 23:18:25 +02:00
Henrik Rydgard
b56f21e4f0
More savedata UI polish
2015-06-12 14:46:34 +02:00
Henrik Rydgard
f356b0c644
Minor swrast opt
2015-06-11 20:23:53 +02:00
Henrik Rydgard
8ec48507f1
Software rasterizer: Fix skinning transforms
2015-06-11 17:00:44 +02:00
Henrik Rydgard
7e2f37abc1
Update native with profiler fix. Profile the SW rast a little.
2015-06-11 12:44:45 +02:00
Henrik Rydgard
95b6b50fd5
Disable screen rotation in non-buffered rendering (as it won't worK)
2015-05-12 22:44:18 +02:00
Unknown W. Brackets
1e8f2c2630
Allow clut load outside valid mem, fill with zero.
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And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Henrik Rydgard
db110d60a1
Rename some colorconv functions
2015-04-08 23:01:17 +02:00
Henrik Rydgard
31961eace9
Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
2015-04-08 22:52:46 +02:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
4d1c1e41f3
Optimize and consolidate color conversion a bit
2015-01-20 17:32:55 +01:00
Henrik Rydgard
2623a48b4a
Centralize color conversion functions in Common/ColorConv.
2015-01-20 17:32:54 +01:00
Unknown W. Brackets
f311d4008d
Leave VBOs and index buffers bound for reuse.
2015-01-11 17:03:45 -08:00
Lioncash
dc436aebe8
GPU: Get rid of unused variable warnings
2014-12-12 09:29:41 -05:00
Unknown W. Brackets
337b34ef6a
Eat cycles during block transfers.
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Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.
Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints. A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.
This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -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
adee76cd62
Add a matching PerformMemoryUpload().
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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.
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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
Unknown W. Brackets
8dcc09c9e1
Use a separate func for gpu memset().
2014-05-27 07:50:01 -07:00
Unknown W. Brackets
8275f613ce
UpdateMemory() now returns whether to skip the cpy.
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This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
4cc4cfed4c
Note that VADDR/IADDR are not updated on PRIM.
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Even though they do increase the addresses, they don't affect the CMD
registers.
Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
Unknown W. Brackets
a843cbd580
Shrink the very common sceKernelThread.h include.
2014-03-15 11:44:02 -07:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
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Still using USING_GLES2 for, well, GLES2. But for things that are really
about mobile, we need a new define. Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets
4ea4554ddf
softgpu: detect a vram-relative display addr.
2014-01-11 09:51:32 -08:00
Henrik Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
Unknown W. Brackets
8f73ae07c0
softgpu: Fix preview region y1 in ge debugger.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets
473fb866e6
softgpu: Implement vertex preview.
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And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets
eb0ea71f24
softgpu: Use region for debugger buffer previews.
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It's fine if it resizes or etc., but this should generally be the
interesting area of vram to show, without any confusing noise on the
side/etc.
2013-12-29 13:02:04 -08:00
Henrik Rydgard
3ed7c6d48f
SoftGPU: Display at correct aspect ratio independent of window size.
2013-12-17 09:02:54 +01:00
Unknown W. Brackets
b1d78020c4
softgpu: Keep track of frame dirty for frameskip.
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But only when frameskip is enabled. Let's always draw in case of pixel
poking when it's off.
2013-12-15 14:32:04 -08:00
Unknown W. Brackets
da1224bb57
softgpu: Use the display, not current, framebuffer.
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Fixes blinking in save dialogs and probably other bugs.
2013-12-15 11:59:23 -08:00
Unknown W. Brackets
13bf4d83fa
Add memchecks for common HLE copy operations.
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Better to catch some than miss everything.
2013-12-14 14:56:05 -08:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
d227b13f36
softgpu: Advance vertex/index address on prim.
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Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Unknown W. Brackets
b62e36e997
Support frameskip in softgpu.
2013-10-27 16:50:03 -07:00
Unknown W. Brackets
98e257c95d
Add GPU cycle estimation to the softgpu.
2013-10-27 15:05:57 -07:00