raven02
04f31c5e8e
Add gstate.isSkinningEnabled()
2013-12-16 20:42:45 +08:00
Unknown W. Brackets
a2d91ee26d
softgpu: Don't mask out so much of fb stride.
...
Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes. Values above 1024 work, but e.g. 2044 seems buggy.
Fixes the map on Hexyz Force (rendered at 80 stride.)
2013-12-15 11:59:24 -08:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
Henrik Rydgård
e14f17b430
isClutSharedForMipmaps: This was presumably inverted by accident?
2013-12-09 12:46:13 +01:00
Unknown W. Brackets
c6a441965e
Move shared clut check to gstate.
2013-12-08 23:11:56 -08:00
Unknown W. Brackets
435115441d
Reinitialize the GE on sceKernelLoadExec().
...
Mostly, reset the lists and draw completion, etc.
May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
Unknown W. Brackets
7a86ca2890
Mask block transfer stride correctly per tests.
...
1024 is valid, but nothing higher.
May help graphics in some games.
2013-11-25 01:53:33 -08:00
Henrik Rydgard
8c562a615f
Bone matrix loading speedup. Bit of a hack but seems reliable enough.
2013-11-14 14:02:31 +01:00
Henrik Rydgard
7e67476b00
Simple unoptimized software skinning.
...
Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Henrik Rydgard
4b98e0d6d6
Optimize LoadClut a little
2013-11-12 17:06:03 +01:00
Unknown W. Brackets
21deaef35a
Invert gstate.getClearModeColorMask().
...
It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Henrik Rydgard
80702109f5
Move gpu vendor detection to native with the rest of the gl init.
...
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
Unknown W. Brackets
d49ad5f114
Use an accessor for depth/frame addresses.
2013-10-06 22:17:53 -07:00
Unknown W. Brackets
3787471791
Add some initial methods to GPUDebugInterface.
2013-09-22 10:22:33 -07:00
Henrik Rydgard
d7ae3f88a1
Do Beziers more correctly (although still not tesselating properly).
...
Snow now visible in SSX.
2013-09-22 09:52:46 +02:00
Henrik Rydgard
01def3b6cc
Missed these
2013-09-21 23:44:11 +02:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
...
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Unknown W. Brackets
a1f3591960
Android buildfix.
2013-09-20 09:51:43 -07:00
Unknown W. Brackets
7906de26f7
Try to match especially the size of ge contexts.
...
But also some of the actual data, most of it matches like this.
2013-09-20 00:33:32 -07:00
Unknown W. Brackets
ad4bd8ed74
softgpu: small optimization, precompute tex info.
2013-09-15 21:39:28 -07:00
Unknown W. Brackets
68f61e5071
Remove some unused gstate_c values.
2013-09-14 14:36:06 -07:00
Unknown W. Brackets
7b2dea4429
Use accessors for offsetx/y.
2013-09-14 11:06:48 -07:00
Unknown W. Brackets
40e3e8e930
Use a gstate enum, report unhandled blend mode.
2013-09-14 07:36:43 -07:00
raven02
f6c41bfa13
Add u16 getTextureDimension(int level)
2013-09-08 16:09:40 +08:00
Unknown W. Brackets
bbf714c361
Provide for GPU init failure, kill a warning.
2013-09-07 22:30:30 -07:00