Unknown W. Brackets
c115a6f36c
Don't report alphatest masks for always/never.
2013-05-31 10:40:39 -07:00
Unknown W. Brackets
9c85bd92e4
Show statistics for GPU cycles executed per frame.
2013-05-31 10:40:16 -07:00
raven02
a945cf0e13
Fix incorrect texture in Dragon Ball Z Shin Budokai 2
2013-05-31 23:00:35 +08:00
King_DuckZ
61500281a9
Warning fix on Intel compiler.
2013-05-30 15:42:11 +02:00
King_DuckZ
1455452850
Trailing whitespaces removed.
2013-05-30 15:42:11 +02:00
Henrik Rydgard
2d8632cd7a
Remove texture coordinate difference between HW and SW transform. Partly fixes #1963
2013-05-30 13:37:18 +02:00
raven02
4a31e13c9b
Missing semi-colon
2013-05-30 18:33:11 +09:00
raven02
c4a3769aee
Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen
2013-05-30 16:29:38 +08:00
jeid3
fc38cfe798
Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform)
2013-05-28 17:53:43 +02:00
Henrik Rydgård
99634a913a
Disable QuickClutHash until it can be fixed.
2013-05-27 19:46:09 +02:00
jeid3
632ac03fc2
Build ios fix
2013-05-27 09:54:16 +01:00
Unknown W. Brackets
f042894c3e
Don't bypass the secondary cache on minihash fail.
2013-05-26 13:44:47 -07:00
Unknown W. Brackets
01e1a8093a
Allow ConvertColors() to work as a copy op.
2013-05-26 13:31:58 -07:00
Unknown W. Brackets
d2a52f48e5
Switch to a weaker, but faster clut hash.
2013-05-26 13:26:12 -07:00
Unknown W. Brackets
5dabdd3651
Make sure to update the CLUT if format changes.
...
Otherwise we throw away the loaded clut, which is no good.
2013-05-26 13:26:07 -07:00
Unknown W. Brackets
c53386244d
Don't hash the clut when it's not even used.
...
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens. There shouldn't be any need to rehash the clut
either.
Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
2013-05-26 12:41:36 -07:00
Henrik Rydgard
cdef31f9fc
Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any.
2013-05-26 14:03:02 +02:00
Henrik Rydgard
7ffdac39bc
Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it.
2013-05-23 12:49:34 +02:00
Henrik Rydgard
e2024674a4
Undo an optimization that broke skinning a bit...
2013-05-22 19:49:58 +02:00
Henrik Rydgard
199907b9ed
Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more.
2013-05-22 15:52:10 +02:00
Unknown W. Brackets
373561b90e
Don't store clutformat in the texcache entry.
2013-05-20 01:00:14 -07:00
Unknown W. Brackets
3efe7ae24d
Cache based on the full clutformat.
...
Not just 2 bits of it. Oops. Simpler this way.
2013-05-20 00:53:39 -07:00
Henrik Rydgard
29ab5e7801
Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer.
2013-05-20 00:16:29 +02:00
Henrik Rydgard
d9ed61c04a
Shader simplification: Get rid of some uniforms when possible.
2013-05-19 16:38:52 +02:00
Henrik Rydgard
063e23dc0d
Shader simplification: Share even more variables between lights.
2013-05-19 14:45:56 +02:00