Henrik Rydgard
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0ca279e81d
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Don't hash vertex buffers every frame (TCP-style backoff up until every 16th)
Saves quite a bit time otherwise spent in CityHash, blowing the dcache every time.
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2013-02-06 00:43:37 +01:00 |
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raven02
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b64edadb1b
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Fix missing menu button and character in The Legend Of Heroes - Trails In The Sky
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2013-02-06 04:26:24 +08:00 |
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Henrik Rydgard
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12cccf0cc3
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Don't need to flush on GE_CMD_OFFSET.
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2013-02-05 18:02:11 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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ac7ffa5e03
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Merge branch 'master' into framebuffer-texture
Conflicts:
GPU/GLES/StateMapping.cpp
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2013-02-04 23:55:11 +01:00 |
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Henrik Rydgard
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3ee6ff01e1
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Fix screen size when not using buffered rendering on Android
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2013-02-04 23:39:09 +01:00 |
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Henrik Rydgard
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5c5f6ef165
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Fix error in vertex shader compiler - no uniform called u_matambient
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2013-02-04 23:33:14 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Henrik Rydgård
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0737021858
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Merge pull request #601 from unknownbrackets/hw-transform
Match the lighting/alpha logic in the sw transform
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2013-02-04 11:09:38 -08:00 |
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Henrik Rydgård
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edb9cf5c71
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Merge pull request #598 from lioncash/master
Found another check that should be before the other one.
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2013-02-04 08:17:59 -08:00 |
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lioncash
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5acce242c1
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Another 'Check if the number is within range before accessing' array change
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2013-02-04 09:36:58 -05:00 |
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lioncash
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3221438de4
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Check if num is within range *before* accessing the array.
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2013-02-04 08:53:20 -05:00 |
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Henrik Rydgård
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b9dd8d0277
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Merge pull request #589 from Orphis/dlist-rewrite-part1
Dlist rewrite part1
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2013-02-03 22:49:16 -08:00 |
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Florent Castelli
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8004d360dd
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Interrupt handler reorganization for easier GE interrupt support
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2013-02-04 03:10:01 +01:00 |
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Henrik Rydgard
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2192029486
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Merge branch 'master' into framebuffer-texture
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2013-02-04 00:13:50 +01:00 |
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Henrik Rydgard
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a54fb0e55d
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Disassemble a few more Ge ops.
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2013-02-04 00:03:23 +01:00 |
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Henrik Rydgard
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ce059eedf5
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Disable non-through RotateUV, according to Raven02 it seems it's not needed although I have my doubts :)
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2013-02-03 21:46:31 +01:00 |
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Henrik Rydgard
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2bacf8071f
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Fix RotateUV. Apparently the rules are reversed in through mode.
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2013-02-03 12:27:52 +01:00 |
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Unknown W. Brackets
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c323a89c8d
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Match the lighting/alpha logic in the sw transform.
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2013-02-03 00:10:40 -08:00 |
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Henrik Rydgard
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00f9c97479
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Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
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2013-02-02 23:48:22 +01:00 |
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Henrik Rydgard
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ec7dd1f5b1
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Merge branch 'master' into framebuffer-texture
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2013-02-02 13:42:44 +01:00 |
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Henrik Rydgard
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510f1ac3f4
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Some misc GE constant renames / disasm
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2013-02-02 13:40:26 +01:00 |
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Henrik Rydgard
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0769a1d3e8
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I think I finally understood how origin-relative GE jumps are supposed to work.
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2013-02-02 13:38:34 +01:00 |
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Henrik Rydgard
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78906531f9
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Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before.
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2013-02-02 12:38:25 +01:00 |
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