Commit Graph

128 Commits

Author SHA1 Message Date
Henrik Rydgard
ba5d88e9d6 Fix bug in FastLoadBoneMatrix where the wrong uniform could be dirtied 2014-03-22 09:27:43 +01:00
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743854afc8 Fix off-by-one on fast matrix loads.
May matter mostly if there's a stall right at the end of the matrix.
2014-03-15 15:23:55 -07:00
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a843cbd580 Shrink the very common sceKernelThread.h include. 2014-03-15 11:44:02 -07:00
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505b0c388f Fix a typo. 2014-03-04 07:37:32 -08:00
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b1acde2679 Oops, forgot the world matrix too.
VerySleepy is telling me that time is spent in WORLDMATRIXDATA in games,
but I didn't check the perf impact exactly.  It's probably small, but may
help some games.
2014-03-04 01:09:04 -08:00
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9e35822d16 Try to load view and model matrices a bit faster. 2014-03-04 00:37:28 -08:00
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a8f9635e28 Optimize loading of texgen matrices.
Pretty small impact, may help games that use them a lot.
2014-03-04 00:23:10 -08:00
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d60b0272fa Avoid flushing if the bone matrix is the same. 2014-03-04 00:17:16 -08:00
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eb04031975 Try to optimize inline matrix loads.
Improves performance by a few percent in Gods Eater Burst.
2014-03-04 00:11:03 -08:00
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e08e9d8e89 Flush if morphing, even if only weight changed.
Fixes more graphical glitches that happen when software skinning is enabled.
2014-03-02 20:09:18 -08:00
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ecf9479d5a Always flush bone matrices when morph is enabled.
Fixes graphical glitches in Shadow of Destiny and LittleBigPlanet with
software skinning enabled.  Maybe the other games in #5304.
2014-03-02 18:20:16 -08:00
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0a880b09ad Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
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592e8ca253 Update reporting as soon as the game boots.
This way if it starts with "read framebuffers" but it's switched off, it
will notice properly.
2014-02-15 15:18:01 -08:00
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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
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b48de952fd Duplicate framebuffers textured onto themselves.
This fixes #2917.

I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
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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
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b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgard
da97a67526 Try a different approach to the problem in #5117 2014-01-16 22:52:14 +01:00
sum2012
016fa0cbff Fix Windows 64 bit gpu crash
Fix #2301 ,thanks @raven02
2014-01-16 22:01:38 +08:00
Henrik Rydgård
79ff2f0ba8 Start untangling our include mess a little. 2013-12-29 23:34:45 +01:00
raven02
40efc5fb4d Regroup Stencil Testing 2013-12-26 11:18:16 +08:00
raven02
8306243b97 Check gstate.isSkinningEnabled() only 2013-12-16 20:44:13 +08:00
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11ed3a46d9 Workaround Tactics Ogre block transfer weirdness.
This works around #4833, while keeping videos in Valkyrie Profile (and any
other games programmed the same way) working.
2013-12-14 16:45:29 -08:00
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13bf4d83fa Add memchecks for common HLE copy operations.
Better to catch some than miss everything.
2013-12-14 14:56:05 -08:00
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057cad228c Upload block transfers to FBOs when from ram. 2013-12-14 10:10:23 -08:00