Commit Graph

300 Commits

Author SHA1 Message Date
Henrik Rydgard
ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
BeaR
fa3a1fbd52 Add support for spotlights 2013-04-09 18:26:06 +02:00
raven02
6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
Henrik Rydgard
d96c588288 Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones. 2013-03-24 12:28:42 +01:00
Henrik Rydgard
b1108f3290 Respect the size of the current FBO when drawing. Some cleanup. 2013-03-16 00:40:37 +01:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02
e15df27c4a New isAlphaBlendEnabled() & isDitherEnabled() 2013-02-27 22:37:17 +08:00
Henrik Rydgard
28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Henrik Rydgard
7c91802e3c Add some infrastructure to be used for frameskipping 2013-02-19 00:45:26 +01:00
Henrik Rydgard
2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Henrik Rydgard
0982a29293 Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
2013-02-12 21:01:53 +01:00
Henrik Rydgard
ca347da99c Depth range should not be applied in through mode. Fixes sky in Wipeout Pure. 2013-02-09 20:53:32 +01:00
Henrik Rydgard
bf7e5a4115 Mipmapping! Fixes issue #614 2013-02-08 00:04:34 +01:00
Henrik Rydgard
5c5f6ef165 Fix error in vertex shader compiler - no uniform called u_matambient 2013-02-04 23:33:14 +01:00
Henrik Rydgard
00f9c97479 Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
2013-02-02 23:48:22 +01:00
Henrik Rydgard
510f1ac3f4 Some misc GE constant renames / disasm 2013-02-02 13:40:26 +01:00
Henrik Rydgard
0769a1d3e8 I think I finally understood how origin-relative GE jumps are supposed to work. 2013-02-02 13:38:34 +01:00
Henrik Rydgard
8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard
8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
Henrik Rydgard
590d94da9f Add basic stencil test functionality, shadows work in Wipeout. update native.
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard
60f9da3926 Add support for color masking. Improves the look of Wipeout greatly. 2013-01-12 12:52:00 +01:00
Henrik Rydgard
6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard
7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
Henrik Rydgard
88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00
Henrik Rydgård
e2cc226d0d Just some cleanup of GPU code 2012-12-28 20:54:00 +01:00