Sacha
756f651eb2
Buildfix for older compilers, such as GCC 4.6.3
2013-11-22 16:22:41 +10:00
Unknown W. Brackets
70b6a4a796
Small optimization to vertex preview.
2013-11-20 22:36:48 -08:00
Henrik Rydgard
e3d471f590
Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
2013-11-19 23:38:36 +01:00
Unknown W. Brackets
ed16e42ca8
Cleanup, don't even need z here.
2013-11-17 14:49:51 -08:00
Unknown W. Brackets
018d95180a
Fix 3d vertex preview.
2013-11-17 14:31:21 -08:00
Unknown W. Brackets
a3bd2f1365
Fix Vec3ByMatrix44() and use it for matrix math.
2013-11-17 14:10:57 -08:00
Unknown W. Brackets
b541c81ba3
Clean up Mat3x3 etc. constness.
2013-11-17 13:27:51 -08:00
Unknown W. Brackets
fcc77f525f
Implement some basic vertex previews on prim.
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3D doesn't work correctly (sometimes it does...) 2D should be working.
2013-11-17 13:27:50 -08:00
Henrik Rydgard
b0ccf5981c
Don't bother with glDrawRangeElements, seems to not improve perf.
2013-11-14 17:33:43 +01:00
Henrik Rydgard
3b63ef7005
Remove the SubmitPrim param forceIndexType, optimize BBOX more.
2013-11-14 14:03:03 +01:00
Henrik Rydgard
35ae239eb9
Optimize bbox some more
2013-11-14 12:25:53 +01:00
Henrik Rydgard
4f93654a88
Oops, accidentally enabled some bbox debugging code
2013-11-14 11:49:06 +01:00
Henrik Rydgard
8a69543ec4
BBOX: Transform the planes by the matrix so we don't need to transform the box
2013-11-14 11:44:13 +01:00
Henrik Rydgard
179934ec9f
Decode step by step when sw skinning
2013-11-13 18:10:57 +01:00
Henrik Rydgard
46313ced55
Prepare transform pipeline for step by step decoding
2013-11-13 18:10:57 +01:00
Henrik Rydgard
7e67476b00
Simple unoptimized software skinning.
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Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Henrik Rydgård
ab3fe9ba86
Extract the software transform code into its own file.
2013-11-13 14:56:34 +01:00
Henrik Rydgard
cf15ec8a53
Add BBOX support (very conservative test)
2013-11-12 17:06:03 +01:00
Henrik Rydgard
f4ad7c64e5
Fix issue with texcoord speed hack (bPrescaleUV) in software transform
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(and also thus rectangles of course even when hw transform is enabled)
2013-11-10 11:18:26 +01:00
Unknown W. Brackets
a1fa65f631
Stupid typos, broke 4444 and 565.
2013-11-03 18:43:24 -08:00
Henrik Rydgard
f0fd7679ce
Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
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Other minor changes and fixes.
2013-11-03 20:15:42 +01:00
Henrik Rydgard
810b1a061f
Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
2013-11-03 15:27:12 +01:00
Henrik Rydgård
07a868910e
Add a temporary hack option that may help debugging the wipeout glow.
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It reduces the glow problem by a lot but is obviously incorrect.
2013-10-30 22:47:36 +01:00
Henrik Rydgard
78aa64500e
Fix bug when combining draw calls for hashing
2013-10-29 16:18:15 +01:00
Henrik Rydgård
60b1cb0008
Combine draw calls when hashing when possible, should help the same games as #4312
2013-10-29 12:14:09 +01:00
Unknown W. Brackets
1e65a691f4
Cap the number of vertexes per flush.
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Might not be realistic, but we crash if we go over. Pretty unlikely to
happen in real games, but I suppose not impossible. Happens in the vertex
speed demo (#3106.)
2013-10-27 14:43:58 -07:00
Sacha
ecfe43c149
CityHash is not used anymore, so we won't compile it.
2013-10-28 03:26:00 +10:00
Henrik Rydgard
b832508c4b
Let's put the stencil parameters in the right order..
2013-10-10 21:41:00 +02:00
Henrik Rydgard
5c8a74d911
Stencil rectangle clears: Take the value from the second vertex.
2013-10-10 21:36:32 +02:00
Henrik Rydgard
5c3f6bae25
Prescale UV bugfixes
2013-10-09 23:09:16 +02:00
Henrik Rydgård
39d28c27e2
Update native with gl shutdown fix (helps orientation change).
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This also adds some logging that helped me figure things out.
2013-10-09 16:09:16 +02:00
Henrik Rydgård
6d6ea77df2
Add comments (speedup plans for GLES) and reformat a bit (no changes)
2013-10-09 11:56:46 +02:00
Henrik Rydgård
ab759a9350
If bPrescaleUV is enabled, no need to flush on change of these params.
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Also disable the QCOM hint, not sure it does any good at all.
2013-10-09 10:44:12 +02:00
Henrik Rydgard
4c2c015774
Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
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It's actually quite beneficial in some games, can substantially reduce
glUniform4fv calls.
Also throw in a second shot at glDrawRangeElements.
2013-10-08 22:59:40 +02:00
Henrik Rydgård
0ecac31abd
Use glBindAttribLocation to simplify shader usage a little.
2013-10-08 17:18:59 +02:00
raven02
7f3a3ccd6c
Projection mapping : Initialize z as 1.0f
2013-10-01 09:01:38 +08:00
Henrik Rydgård
6b3d78adfc
glDrawRangeElements seems to cause problems in monster hunter?
2013-09-30 13:22:17 +02:00
Henrik Rydgard
e65d0b4791
Use EXT_blend_minmax when available. Minor tweaks.
2013-09-30 10:12:10 +02:00
Henrik Rydgard
bd8cb4b02d
Start work on implementing bbox, add a comment with some thoughts..
2013-09-24 14:14:05 +02:00
Henrik Rydgard
2b66a850be
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
2013-09-24 11:14:49 +02:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
raven02
ef2399d5b3
Use GE state accessor more often : gstate.isSkinningEnabled()
2013-09-14 14:11:25 +08:00
Unknown W. Brackets
c3839a53e5
Fix some minor warnings.
2013-09-07 22:40:08 -07:00
Unknown W. Brackets
ca1168df3c
Enable the G3D log on Windows by default.
2013-09-07 13:43:07 -07:00
Unknown W. Brackets
08b41df6a2
Change a few more log types.
2013-09-07 13:31:14 -07:00
raven02
bf5741a1f4
Continue previous prim command when it was a STRIP or FAN
2013-09-04 17:12:53 +08:00
raven02
0bc3fd58d2
Use gstate.getNumBoneWeights()
2013-09-02 17:19:15 +08:00
raven02
d66f049d22
GLES SW: inline with HW using 0,0,1 ;
2013-08-27 16:52:17 +08:00
Florent Castelli
c6932e2675
Use GEPrimitiveType everywhere instead of stupid integer
2013-08-25 19:51:06 +02:00