Commit Graph

128 Commits

Author SHA1 Message Date
raven02
04f31c5e8e Add gstate.isSkinningEnabled() 2013-12-16 20:42:45 +08:00
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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
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c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
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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
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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
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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
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d49ad5f114 Use an accessor for depth/frame addresses. 2013-10-06 22:17:53 -07:00
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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
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a1f3591960 Android buildfix. 2013-09-20 09:51:43 -07:00
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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
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ad4bd8ed74 softgpu: small optimization, precompute tex info. 2013-09-15 21:39:28 -07:00
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68f61e5071 Remove some unused gstate_c values. 2013-09-14 14:36:06 -07:00
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7b2dea4429 Use accessors for offsetx/y. 2013-09-14 11:06:48 -07:00
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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
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bbf714c361 Provide for GPU init failure, kill a warning. 2013-09-07 22:30:30 -07:00