raven02
9db47b9908
Add missing lcutoff and lconv
2014-05-14 23:00:28 +08:00
raven02
8664fbac11
Make the EstimateDrawingSize() simpler
2014-05-14 20:13:20 +08:00
Unknown W. Brackets
2d12eb3394
Do not specify max LOD for no-mipmap textures.
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Fixes #6077 , incorrect filtering with no mipmaps in Popolocrois.
This was causing it to use the mag filtering setting, even when minifying.
2014-05-13 22:40:58 -07:00
Unknown W. Brackets
673f264ef4
Add a couple more texture-related break cmds.
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These prevent it from breaking too early so the preview is more likely to
be complete and viewable.
2014-05-13 22:38:53 -07:00
Unknown W. Brackets
f660c04983
Optimize double alpha blending for 1/0 textures.
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If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead. Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Unknown W. Brackets
233f13bb8e
Fix a GetPointer() in softgpu when debugging.
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Should just bail without a texture bound.
2014-05-11 10:58:33 -07:00
Unknown W. Brackets
b4ceedfc43
Correctly flip textures in DrawActiveTexture().
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We want to flip the origin of UV (top to bottom), not the pixels within
the specified range.
2014-05-10 09:35:02 -07:00
raven02
11b9d8d29a
Build fix
2014-05-10 12:26:53 +08:00
raven02
4263f00092
Add GL_NV_framebuffer_blit support for BindFramebufferColor()
2014-05-10 11:41:24 +08:00
raven02
c54664ba89
Validate the size framebuffer size with the szie from sceDmac
2014-05-09 23:32:26 +08:00
Henrik Rydgård
19ea7b5331
Merge pull request #6047 from raven02/patch-47
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Comment out the remaining one LogReadPixelsError()
2014-05-08 16:12:56 +02:00
Henrik Rydgard
b8c39d4e42
ReadFramebuffer: Support sub rectangle
2014-05-08 16:09:55 +02:00
Henrik Rydgard
3c2819afea
Make DrawActiveTexture more flexible (u/v origin too).
2014-05-08 15:28:25 +02:00
Henrik Rydgard
3b3c794a37
More framebuffer code cleanup
2014-05-08 15:16:33 +02:00
Henrik Rydgard
5a60ccc9f0
BlockTransfer: Move framebuffer handling into Framebuffer.cpp
2014-05-08 15:16:10 +02:00
Henrik Rydgard
8ef377c427
Some preparations towards framebuffer management improvements
2014-05-08 15:16:10 +02:00
raven02
ec06b6532a
Comment out the remaining one LogReadPixelsError()
2014-05-08 20:30:40 +08:00
Henrik Rydgard
fcf2498b11
Minor stuff from #6403
2014-05-08 10:46:19 +02:00
Henrik Rydgard
305e1652cb
Turn off glGetError in Framebuffer.cpp. Can be easily turned back on if needed.
2014-05-08 10:43:46 +02:00
Henrik Rydgard
2e56e0f122
Fix check for glBlitFramebufferNV
2014-05-08 10:40:36 +02:00
Henrik Rydgard
2b58f2657c
Merge branch 'patch-40' of github.com:raven02/ppsspp into raven02-patch-40
2014-05-08 10:00:00 +02:00
Henrik Rydgård
fcaaedebbd
Merge pull request #5951 from raven02/patch-23
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Medium quality mode for spline patch
2014-05-06 23:05:27 +02:00
Henrik Rydgård
403f685701
Warn fix
2014-05-06 09:26:52 +02:00
Henrik Rydgård
7a69a6a405
Merge pull request #6024 from unknownbrackets/gpu-minor2
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Fix jump/call alignment, no-pos vertices
2014-05-05 11:01:03 +02:00
raven02
f98cf76b97
Use GL_NV_framebuffer_blit to handle depth copy
2014-05-05 12:19:31 +08:00
Unknown W. Brackets
41f7613bf5
Pos=0 is treated the same as pos=1.
2014-05-04 18:29:47 -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
7f5be6b35d
CALLs and JUMPs to misaligned addresses round down.
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Fixes Pac-Man World 3. Matches tests on hardware.
2014-05-04 17:58:44 -07:00
Unknown W. Brackets
e80c63945a
Make sure to gen the frag shader matching the id.
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Otherwise, the frag shader might be generated accounting for different
vertexFullAlpha values, or otherwise won't match up with the id, since we
change flags between the two Apply calls.
2014-05-04 16:31:57 -07:00
Henrik Rydgård
42a7060193
Merge pull request #6017 from unknownbrackets/texalpha
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Fix a bunch of texture/vertex alpha issues
2014-05-04 20:50:33 +02:00
Henrik Rydgård
3d459763e6
Merge pull request #5992 from raven02/patch-35
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Set depth update flag when depth write is enabled in non-clear mode only
2014-05-04 20:47:15 +02:00
Unknown W. Brackets
5d76778b31
Use an unsigned compare for x86 vertexalpha check.
2014-05-04 09:58:58 -07:00
Unknown W. Brackets
ff8f1fa569
Avoid the GE debugger affecting vertexFullAlpha.
2014-05-04 09:54:54 -07:00
Unknown W. Brackets
779a52e08a
Don't forget tex alpha if only a mip has none.
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Mip levels should only move toward unknown.
2014-05-04 09:54:53 -07:00
Unknown W. Brackets
ff25b9d20e
Oops, the vertexdecoder should read vertex alpha.
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Copy/paste mistake... ugh.
2014-05-04 09:05:45 -07:00
Unknown W. Brackets
e8d5866e5a
Use SSE some in framebuffers to memory.
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Since people are using it (even though it seems dangerous), might as well
make it faster. 6% better in Tales of Phantasia X.
2014-05-04 01:03:48 -07:00
Unknown W. Brackets
4475c99426
Fix GL errors / flicker in framebuf->mem.
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Happens in Tales of Phantasia X, reported by Kingcom.
2014-05-03 20:20:40 -07:00
Unknown W. Brackets
984bb31709
Fix another race condition with multithreading.
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It's possible that after it's marked completed, the CPU will grab it to
enqueue. This actually happened to mean with decent reproducibility.
2014-05-03 18:40:27 -07:00
raven02
e0e1a6b217
Only set depth update flag when depth write is enabled
2014-04-30 20:00:42 +08:00
Unknown W. Brackets
99e4300f95
Eat a few more cycles on END cmds.
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Fixes #3049 , which apparently expects an END/FINISH to not immediately
trigger (it drawsyncs soon after, and completely expects that to
reschedule.)
Either way, it seems plausible an END would take a few more cycles than
most instructions, since it generates an interrupt.
2014-04-29 00:08:43 -07:00
raven02
e61a151942
Add Vertex texture/color GE commands
2014-04-26 23:53:17 +08:00
raven02
aa08944528
Medium Quality mode for spline patch
2014-04-26 12:04:26 +08:00
raven02
3d12a00fe1
Get rid of glstate.viewport.restore() for Mali/Adreno Soc
2014-04-23 22:47:59 +08:00
Unknown W. Brackets
97c18e7f0e
Comment out a few unsafe replacement funcs.
2014-04-22 08:07:10 -07:00
Unknown W. Brackets
424d93e9a9
Separate out the fog color/coef executes.
2014-04-21 22:56:54 -07:00
Unknown W. Brackets
38b92e48ec
Fix uniform dirtying on colortest mask.
2014-04-21 22:54:17 -07:00
Unknown W. Brackets
1bbd3d04af
Move the light params to separate funcs.
2014-04-21 22:47:44 -07:00
Unknown W. Brackets
748ce6a753
Fix typo breaking older savestates.
2014-04-21 22:40:50 -07:00
Henrik Rydgard
9b1302cf77
Don't initialize lighting and lights unless they are enabled
2014-04-21 12:51:20 +02:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
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Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00