raven02
719e225e7b
Add glstate.dither.disable()
2013-03-26 15:36:13 +08:00
raven02
8280d6e9ae
Add glstate.dither.enable()
2013-03-26 14:50:37 +08:00
raven02
f4fc0112c8
int sign match for gstate_c.curRTWidth/gstate_c.curRTHeight
2013-03-24 21:25:38 +08:00
raven02
ada37f06cb
spacing fix
2013-03-16 21:37:56 +08:00
Henrik Rydgard
f67743b769
Fix scissor rectangle being one pixel too small.
2013-03-16 08:54:39 +01:00
Henrik Rydgard
b1108f3290
Respect the size of the current FBO when drawing. Some cleanup.
2013-03-16 00:40:37 +01:00
Henrik Rydgard
13c2905f05
Buildfix (typo)
2013-03-15 23:24:13 +01:00
Henrik Rydgard
cf458dba60
gpu: Add support for scissor rectangle
2013-03-15 22:24:16 +01:00
Henrik Rydgard
bef3ef7fac
Fix aspect ratio in unbuffered mode
2013-03-15 21:22:17 +01:00
raven02
ecb4de09a6
Put ditherenable & alphaBlendEnable as function
2013-02-27 22:36:09 +08:00
raven02
b36782a064
Fix shadow abormal in FF Type-0
2013-02-26 00:41:37 +08:00
raven02
24debfd259
Add !(gstate.zmsk & 1); to depthMask and remove duplicate GE_CMD_MATERIALUPDATE (exists in line69)
2013-02-24 17:50:05 +08:00
raven02
6b22266a00
Add glstate.depthTest.disable();
2013-02-24 02:18:18 +08:00
raven02
8e550d9578
Set float for glstate.depthRange.set(0.0f, 1.0f)
2013-02-23 23:26:58 +08:00
Henrik Rydgard
44e2a69258
gpu: Clean up "Clear" mode handling.
2013-02-21 21:52:12 +01:00
Henrik Rydgard
28979e9250
Some work toward better FBO handling. Fixes some things, breaks some things..
2013-02-21 21:37:19 +01:00
Henrik Rydgard
aef2376b34
Merge branch 'master' into framebuffer-texture
...
Conflicts:
GPU/GLES/TextureCache.cpp
2013-02-09 21:18:46 +01:00
Henrik Rydgard
ca347da99c
Depth range should not be applied in through mode. Fixes sky in Wipeout Pure.
2013-02-09 20:53:32 +01:00
Henrik Rydgard
bf7ad9e1c9
Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
2013-02-05 18:02:10 +01:00
Henrik Rydgard
ac7ffa5e03
Merge branch 'master' into framebuffer-texture
...
Conflicts:
GPU/GLES/StateMapping.cpp
2013-02-04 23:55:11 +01:00
Henrik Rydgard
3ee6ff01e1
Fix screen size when not using buffered rendering on Android
2013-02-04 23:39:09 +01:00
Henrik Rydgard
a0c0d6a977
Initial support for texturing from framebuffers.
2013-02-01 00:18:23 +01:00
Henrik Rydgard
3b681d3854
Make GLES_GPU own texturecache
2013-01-30 20:40:26 +01:00
Henrik Rydgard
b1bbbc44fc
Add enable/disable dithering. Respect chosen framebuffer color depth.
2013-01-23 23:04:09 +01:00
Henrik Rydgard
1b1a275dcc
GPU "dirty" optimization, wip vertexcache
2013-01-20 13:15:46 +01:00
Henrik Rydgard
8ff96bbcd8
Defer vertex decoding until flush. Track draw calls so that they can be cached later.
2013-01-19 17:05:50 +01:00
Henrik Rydgard
7271e3fcd5
Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
2013-01-14 20:44:11 +01:00
Henrik Rydgard
590d94da9f
Add basic stencil test functionality, shadows work in Wipeout. update native.
...
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard
cf1b5a6911
Try to fix color masking problems.
2013-01-12 14:20:38 +01:00
Henrik Rydgard
60f9da3926
Add support for color masking. Improves the look of Wipeout greatly.
2013-01-12 12:52:00 +01:00
Henrik Rydgard
9363a867e2
Add glViewport to cached gl state. Add a couple of missing VFPU ops.
2013-01-06 23:23:36 +01:00
Henrik Rydgard
3e51224d86
Re-enable viewport code. Let me know what it breaks by posting an issue.
2013-01-05 11:50:12 +01:00
Henrik Rydgård
d21647bbb9
Split code from GLES_GPU to TransformDrawEngine, cleanup
2012-12-25 22:39:37 +01:00
Henrik Rydgard
4c23d668e1
Cleanup and reorganize gpu code a little
2012-12-21 16:50:14 +01:00
Sacha
3c903dda24
Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
2012-11-26 13:25:14 +10:00
Henrik Rydgard
d0f829353d
Support FIXA and FIXB blend factors as well as possible.
2012-11-25 15:49:37 +01:00
Florent Castelli
56175bc505
Defer blend, cull and depth test changes to draw command
...
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00