Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
...
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Unknown W. Brackets
f2b3d6fb50
Buildfix, should be in GLES.
2013-03-02 13:17:04 -08:00
raven02
65e6b90f7c
Add DirtyUniform(DIRTY_COLORMASK)
2013-02-25 05:59:53 +08:00
Unknown W. Brackets
de7ada1982
Fix some x64 type warnings.
2013-02-24 10:39:06 -08:00
Henrik Rydgård
a680bed1d2
Merge pull request #778 from raven02/patch-2
...
Fix characters disappearance in Saint Seiya Omega
2013-02-24 02:14:09 -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
Unknown W. Brackets
65467bae1f
Flush on any clutaddr change, even just upper.
...
Fixes ClaDun black boxes, wrong colors in game.
2013-02-23 23:25:32 -08:00
raven02
cee27a9db6
Group GE_CMD_CLUTFORMAT
2013-02-24 02:05:06 +08:00
Henrik Rydgard
94bb98d477
Enable color and depth buffer write before clearing.
2013-02-22 22:15:42 +01:00
Henrik Rydgard
44e2a69258
gpu: Clean up "Clear" mode handling.
2013-02-21 21:52:12 +01:00
Henrik Rydgard
7c91802e3c
Add some infrastructure to be used for frameskipping
2013-02-19 00:45:26 +01:00
Henrik Rydgard
f8058e4bae
Disable warning for bad prefix as it floods in Wipeout Pulse. Cleanups.
2013-02-19 00:45:25 +01:00
Xele02
2a6af9b8a3
Add displayList debug dialog
2013-02-17 01:28:43 +01:00
Henrik Rydgard
2301a3b49e
Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
2013-02-15 00:31:39 +01:00
Henrik Rydgard
0982a29293
Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
...
The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
2013-02-12 21:01:53 +01:00
Unknown W. Brackets
5a20d9fc2a
Clear vertex cache on savestates.
...
Just so it's an easy way. We can remove later when we're sure.
2013-02-12 01:00:52 -08:00
Henrik Rydgard
f0c632131e
Flush the draw buffer less. Default aniso to 0 on mobile, 8 on PC/the rest.
2013-02-11 19:03:11 +01:00
Unknown W. Brackets
430139b12a
Minimal revert of the GE-related interrupt changes.
...
Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595 .
2013-02-10 02:03:02 -08:00
Henrik Rydgard
5a43f3e0ff
ZWRITEDISABLE should flush drawbuffer. Fixes road glitches in Ridge Racer and MotoGP.
2013-02-09 21:25:15 +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
4868b5041c
Fall back to glGenerateMipmap on OpenGL ES 2.0 for now, explanation in comments.
...
Enable 4x aniso by default, just because. This might be turned into an option later.
2013-02-09 20:21:10 +01:00
Henrik Rydgard
12cccf0cc3
Don't need to flush on GE_CMD_OFFSET.
2013-02-05 18:02:11 +01:00
Henrik Rydgard
bdc467769e
Some shader and vertex format optimizations
2013-02-05 01:37:00 +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 Rydgård
edb9cf5c71
Merge pull request #598 from lioncash/master
...
Found another check that should be before the other one.
2013-02-04 08:17:59 -08:00
lioncash
5acce242c1
Another 'Check if the number is within range before accessing' array change
2013-02-04 09:36:58 -05:00
lioncash
3221438de4
Check if num is within range *before* accessing the array.
2013-02-04 08:53:20 -05:00
Henrik Rydgård
b9dd8d0277
Merge pull request #589 from Orphis/dlist-rewrite-part1
...
Dlist rewrite part1
2013-02-03 22:49:16 -08:00
Florent Castelli
8004d360dd
Interrupt handler reorganization for easier GE interrupt support
2013-02-04 03:10:01 +01:00
Henrik Rydgard
2192029486
Merge branch 'master' into framebuffer-texture
2013-02-04 00:13:50 +01:00
Henrik Rydgard
a54fb0e55d
Disassemble a few more Ge ops.
2013-02-04 00:03:23 +01:00
Henrik Rydgard
00f9c97479
Seems vertex/index addresses should be computed through the same mechanism as jumps.
...
Gets rid of bad vertex address messages in Sol Trigger.
2013-02-02 23:48:22 +01:00
Henrik Rydgard
ec7dd1f5b1
Merge branch 'master' into framebuffer-texture
2013-02-02 13:42:44 +01:00
Henrik Rydgard
510f1ac3f4
Some misc GE constant renames / disasm
2013-02-02 13:40:26 +01:00
Henrik Rydgard
0769a1d3e8
I think I finally understood how origin-relative GE jumps are supposed to work.
2013-02-02 13:38:34 +01:00
Henrik Rydgard
a0c0d6a977
Initial support for texturing from framebuffers.
2013-02-01 00:18:23 +01:00
raven02
d29245d007
Fix viewport resize
2013-01-31 19:19:45 +08:00
Unknown W. Brackets
39663a1409
Check RET isn't hit right away for safety.
2013-01-31 00:02:52 -08:00
Henrik Rydgard
64a376516e
Move all the framebuffer management out into its own file.
2013-01-30 21:09:53 +01:00
Henrik Rydgard
3b681d3854
Make GLES_GPU own texturecache
2013-01-30 20:40:26 +01:00
Unknown W. Brackets
661c7132c4
Don't check that the pc is valid every single op.
2013-01-29 08:19:07 -08:00
Henrik Rydgard
366583d34f
Align some vertex arrays to page size. It's said to possibly be beneficial.
2013-01-29 00:48:13 +01:00
Henrik Rydgard
d1b3fd0e49
Better window resize handling
2013-01-27 00:15:39 +01:00
Henrik Rydgard
8b180513cb
Assorted GPU cleanup/fixing (fbo, vbo draw type)
2013-01-26 21:39:36 +01:00
Henrik Rydgard
0930b5b587
Typo + warning fix
2013-01-25 19:08:28 +01:00
Henrik Rydgard
8a32779150
Misc GPU stats etc changes
2013-01-25 18:29:14 +01:00
Unknown W. Brackets
81225e0f09
Fix flicker caused by using the wrong fbo.
2013-01-24 21:36:28 -08:00
Henrik Rydgard
b1bbbc44fc
Add enable/disable dithering. Respect chosen framebuffer color depth.
2013-01-23 23:04:09 +01:00
Henrik Rydgard
a7bc2ea120
Clearing FBOs on bind was a bit too aggressive an optimization.
2013-01-23 08:31:29 +01:00