raven02
75c9ce2498
GPUstate :Add getTextureWidth() & getTextureHeight()
...
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
2f94977efe
Don't include gfx/gl* outside the OpenGL GE.
2013-07-29 22:47:38 -07:00
raven02
adf0680897
gstate code cleanup
2013-07-29 17:25:07 +08:00
Henrik Rydgard
50a2d1b87f
More work on prescaled UV
2013-07-28 00:33:51 +02:00
Unknown W. Brackets
4cfa074546
Use GE state accessors in the texcache.
2013-07-21 19:45:05 -07:00
Unknown W. Brackets
b2927213c7
Use stencil GE state accessors.
2013-07-21 19:45:04 -07:00
Unknown W. Brackets
46805b37cb
Use the texture-related GE accessors.
2013-07-21 19:45:04 -07:00
Unknown W. Brackets
abd9dc6137
Use the light computation/type GE accessors.
2013-07-21 19:44:30 -07:00
Unknown W. Brackets
c0da6b97c5
Add and use some color/alpha test accessors.
2013-07-21 19:44:30 -07:00
neobrain
3ca0c5397f
Add logic op/color masking GE state accessors.
2013-07-21 19:44:29 -07:00
neobrain
e6e7dd66d0
Implement some stencil test GE state accessors.
2013-07-21 19:44:29 -07:00
Florent Castelli
cc180fa204
Add type safe getter for texture and clut format fields.
2013-07-21 19:44:28 -07:00
neobrain
a70220a1d5
Add clut GE state accessors.
2013-07-21 19:44:28 -07:00
neobrain
01824e44ae
Add some texture-related GE accessors.
2013-07-21 19:44:23 -07:00
neobrain
4c74cafa51
Add some more lighting related accessors.
2013-07-21 19:43:34 -07:00
neobrain
abca8f6c87
Add some more GE state accessors for light/etc.
2013-07-21 19:43:34 -07:00
neobrain
a40741798c
Add accessors for several lighting related values.
2013-07-21 17:43:08 -07:00
raven02
7ac496529b
Vendor Based Alpha and Color Testing
2013-07-21 01:14:36 +08:00
Henrik Rydgard
4c913c097e
new attempt at sizing the framebuffers, similar to what raven02 said
2013-07-10 21:59:43 +02:00
PGGB
eaa8813d44
Remove relative gl_common.h include directives
2013-07-10 19:28:15 +02:00
Sacha
b39a572043
Buildfixes.
...
Fix C++11 usage.
Remove redundancy.
Fix st_*time re-usage.
2013-06-02 13:26:39 +10:00
Unknown W. Brackets
9c85bd92e4
Show statistics for GPU cycles executed per frame.
2013-05-31 10:40:16 -07:00
Unknown W. Brackets
cb217189c5
Keep track of whether a texture has alpha.
...
This way we know what sorts of blending we even have to do. Commonly,
textures don't have any real alpha.
Not yet used for anything.
2013-05-08 23:14:19 -07:00
Unknown W. Brackets
85a23dac63
Avoid framebuffer lookups for repeated prims.
...
There are usually many prims per framebuffer. This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
BeaR
8cc3f01b7b
Use correct state for lmode
2013-04-16 19:22:18 +02:00