Unknown W. Brackets
e45bd32c61
Fix incorrect GPU timing with signal jumps.
2013-04-12 08:57:30 -07:00
Henrik Rydgård
7e657e8f78
Merge pull request #1261 from unknownbrackets/fbo-flicker
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Fix FBO decimation in a cleaner way
2013-04-12 07:53:36 -07:00
Unknown W. Brackets
e7f0bf71bf
Don't go decimate happy on FBOs if a game reuses.
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Some games, e.g. games that render at < 60fps, reuse FBOs.
This was making all three pointers the same, making us more likely
to decimate things when we ought not to.
2013-04-12 07:09:45 -07:00
Unknown W. Brackets
c4a6224506
Don't decimate FBOs if none were used.
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Not sure why this is happening, but fixes #1260 .
2013-04-12 07:00:59 -07:00
raven02
fcba4d4df1
Simply and initialize lightscale%i/angle%i/distance%i
2013-04-11 21:49:44 +08:00
raven02
7be4ce1d86
Match SW T&L with hardware
2013-04-11 21:47:34 +08:00
Henrik Rydgard
d46812a49f
Implement pullrq #1240 better, I think.
2013-04-10 00:06:29 +02:00
BeaR
fa3a1fbd52
Add support for spotlights
2013-04-09 18:26:06 +02:00
raven02
07a36f2384
HW T&L : clamp lightscale
2013-04-09 20:42:40 +08:00
Henrik Rydgård
be5af6831e
Merge pull request #1235 from unknownbrackets/texcache
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Allocate the temp texcache buffers dynamically
2013-04-09 04:10:55 -07:00
Unknown W. Brackets
6cbd1b5205
Fix typo, add back state to savestate.
2013-04-09 02:18:09 -07:00
Unknown W. Brackets
74dbd2b44c
Use AllocateMemoryPages() for the texcache buffers.
2013-04-09 01:59:47 -07:00
Unknown W. Brackets
de79941ef4
Allow the tex buffers to grow if necessary.
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Only does the 16 bit one for now.
Tactics Ogre uses a texture that is 1024x1024. Ouch.
2013-04-09 01:59:33 -07:00
Henrik Rydgård
96d5fdcabb
Merge pull request #1232 from cinaera/integerdraw
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Change texture even on clearmode
2013-04-09 01:42:56 -07:00
Unknown W. Brackets
957394258c
Block dlist execution while in virtual progress.
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Fixes #1224 .
Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
2013-04-09 00:56:50 -07:00
BeaR
3cc7d99143
Change texture even on clearmode
2013-04-09 09:50:57 +02:00
Henrik Rydgård
6ec7d237e8
Merge pull request #1222 from unknownbrackets/gpu-fix
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Correct dest stride on GPU block transfer
2013-04-08 11:01:04 -07:00
Unknown W. Brackets
0e0b074ed7
Correct dest stride on GPU block transfer.
2013-04-08 08:36:51 -07:00
raven02
3252eb6554
Fragment Shader : use mix() for decal/blend
2013-04-08 22:48:40 +08:00
Unknown W. Brackets
2b4ec12aa9
Buildfix for iOS. Fixes #1220 .
2013-04-08 07:41:09 -07:00
Henrik Rydgård
aa33c4efcc
Merge pull request #1217 from unknownbrackets/fbo-flicker
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Adjust FBO decimation to optimize for creation
2013-04-08 03:22:35 -07:00
Unknown W. Brackets
23c0e7f319
Change FBO age back to 5, gets in a create loop...
2013-04-08 00:45:21 -07:00
Unknown W. Brackets
79e3c66514
Adjust FBO decimation to optimize for creation.
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But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Unknown W. Brackets
210c7b1639
Slow down the GPU clock estimate.
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This makes Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00
Unknown W. Brackets
5d017829ad
Make sure lists aren't reused before they complete.
2013-04-07 17:05:11 -07:00
Unknown W. Brackets
57770dbd95
Delay GPU signals and waits to simulate cycles.
2013-04-07 17:05:11 -07:00
Henrik Rydgard
5427f20b90
Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around.
2013-04-07 23:31:04 +02:00
Henrik Rydgard
e246ffe20c
fragment shader: RGBA DECAL does make more sense this way
2013-04-07 20:37:19 +02:00
Henrik Rydgård
381a77802c
Merge pull request #1191 from raven02/patch-9
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Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-07 02:04:05 -07:00
Unknown W. Brackets
0ca4e5f0a7
Implement the jump, call, and ret signals.
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Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets
376ad80d76
Implement sync signal in display lists.
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Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets
dac448dfae
Implement the pause signal a bit better.
2013-04-06 09:59:24 -07:00
Unknown W. Brackets
8302780e98
These signals seem to skip the next FINISH, report.
2013-04-06 08:40:24 -07:00
Unknown W. Brackets
77311a121d
Don't listsync until after the signal handler.
2013-04-06 08:36:03 -07:00
raven02
b03dfeb8a6
Clean up if-else
2013-04-06 22:28:38 +08:00
raven02
34f6a7512f
Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-06 22:24:04 +08:00
Unknown W. Brackets
fb26941a27
Implement sceGeListSync().
2013-04-06 02:30:38 -07:00
Unknown W. Brackets
c0f20c2fdd
If the interrupt is not run, don't flip gpuState.
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Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
c57954a72e
Implement sceGeDrawSync().
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
832edb0a8f
Fix some x64 type conversion warnings.
2013-04-05 20:29:20 -07:00
Unknown W. Brackets
028cdbea43
Add some GPU related reporting.
2013-04-05 01:17:18 -07:00
Unknown W. Brackets
ef1086413c
Correct wait signal handling.
2013-04-05 00:32:35 -07:00
Unknown W. Brackets
2913bc063a
Implement sceGeListDeQueue().
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Doesn't seem often used, though.
2013-04-05 00:32:34 -07:00
Unknown W. Brackets
339b444703
Switch to a fixed size displaylist queue.
2013-04-05 00:32:34 -07:00
Unknown W. Brackets
c986228d12
Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND.
2013-04-05 00:32:33 -07:00
Unknown W. Brackets
942eadb031
Always trigger interrupts on signal.
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It seems likely the hardware does this.
2013-04-05 00:32:33 -07:00
Unknown W. Brackets
7aa6112c24
Keep a flag to indicate display list bailout.
2013-04-05 00:32:32 -07:00
niepodam
94c2f0cd9d
Fix build with gcc 4.8.0
2013-04-04 19:16:15 +02:00
Henrik Rydgård
f75db49faf
Merge pull request #1174 from unknownbrackets/dlist-parts
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More of Orphis' dlist rewrite (continue/break, status, errors)
2013-04-04 01:03:11 -07:00
Unknown W. Brackets
7738b42b9c
Implement sceGeBreak()/sceGeContinue().
2013-04-04 00:36:43 -07:00