Commit Graph

1384 Commits

Author SHA1 Message Date
Unknown W. Brackets
1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
Unknown W. Brackets
8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets
8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
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
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets
b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
b44d10a91e Move texture unswizzling to decoder, use NEON. 2014-03-22 21:35:16 -07:00
Unknown W. Brackets
1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
Unknown W. Brackets
996fa39684 Reduce some unnecessary includes in Core/. 2014-03-15 10:41:07 -07:00
Unknown W. Brackets
15a608a6b9 Check for kernel textures in kernel ram properly.
Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Unknown W. Brackets
d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets
60cf5df571 Consider the texture changed when framebuf changes.
Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets
0f5aae9c49 Cleanup differences in DirectX9 texcache code. 2014-01-01 15:49:10 -08:00
Unknown W. Brackets
db77dcd149 Fix some includes on Windows/etc. 2013-12-29 15:59:36 -08:00
Unknown W. Brackets
473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets
25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
raven02
2e7609b084 Cleanup ClearmodeDepthMask 2013-12-10 20:48:20 +08:00
Unknown W. Brackets
c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
Henrik Rydgard
ca1d4172ca Tiny optimization in block copies 2013-12-04 11:34:54 +01:00
Henrik Rydgard
eea8413a82 Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Sacha
c71186b35a Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
Unknown W. Brackets
1e65a691f4 Cap the number of vertexes per flush.
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
80702109f5 Move gpu vendor detection to native with the rest of the gl init.
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00