Commit Graph

2056 Commits

Author SHA1 Message Date
Sacha
aad70d8912 Symbian: Support software GPU. It seems to compile properly now. May allow Nokia 500 to run PPSSPP (albeit very slowly). 2013-11-12 16:20:52 +10:00
Henrik Rydgård
662ad32d4f Fix and re-enable @unknownbracket's handcoded NEON tex hash 2013-11-11 17:12:38 +01:00
Henrik Rydgård
53800bd413 Disable the hand-coded NEON texture hash again. It's slow, for unknown reasons. 2013-11-11 14:39:29 +01:00
raven02
2bca62b26e Don't reset texture width/height unless the size is different 2013-11-11 21:12:43 +08:00
raven02
d2546bed5b Regression fix c69ac64 2013-11-11 08:53:47 +08:00
Unknown W. Brackets
1311d71455 softgpu: Fix reversed stencil test funcs.
LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.

With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets
2db98b8669 softgpu: Don't apply logic op to stencil value.
Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
438928de40 softgpu: Apply stencil op even when depth disabled. 2013-11-10 03:21:00 -08:00
Unknown W. Brackets
5327ce80d5 softgpu: throughmode doesn't disable any tests. 2013-11-10 03:20:59 -08:00
Unknown W. Brackets
5751e0a0a4 softgpu: Simplify color clamping. 2013-11-10 03:20:58 -08:00
Unknown W. Brackets
21deaef35a Invert gstate.getClearModeColorMask().
It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
5817684e28 softgpu: Never write alpha, only stencil. 2013-11-10 03:20:57 -08:00
Unknown W. Brackets
be9fe9ad9a softgpu: Fix stencil read/write in some formats. 2013-11-10 03:20:56 -08:00
Henrik Rydgard
c69ac64d83 Don't reconvert light colors if they don't change.
Also prepare for a possible further optimization in GLES_GPU::FastRunLoop
2013-11-10 11:18:58 +01:00
Henrik Rydgard
f4ad7c64e5 Fix issue with texcoord speed hack (bPrescaleUV) in software transform
(and also thus rectangles of course even when hw transform is enabled)
2013-11-10 11:18:26 +01:00
Henrik Rydgård
179068823c Merge pull request #4491 from raven02/patch-15
Attempt for another matching framebuffer logic
2013-11-10 01:58:29 -08:00
Unknown W. Brackets
1633aa689c Remove the extra process queues hack.
It seems like it's not helping anymore so it could be hurting.
2013-11-09 23:08:44 -08:00
Unknown W. Brackets
afafa5fcd6 Make sure the gpu thread has a chance to run.
If the scheduler puts it on the same core, it may not even do anything
before we check if the framebuffer is dirty, so SyncThread will quit since
it's not even running.

Instead, let's wait until it's at least done something.
2013-11-09 23:08:28 -08:00
raven02
7c6a4cf87e Attempt for another matching framebuffer logic 2013-11-10 10:38:33 +08:00
Henrik Rydgård
345a4ccf0e Merge pull request #4487 from unknownbrackets/perf
Texture cache hashing tweaks, disable second cache on mobile
2013-11-09 17:30:40 -08:00
sum2012
e4b68099e0 Attempt to fix Colin Mcrae Dirt 2 Crash correctly
#4482
2013-11-10 08:23:31 +08:00
Unknown W. Brackets
fa79d7f13c Handcode the non-NEON texcache hash as well on ARM.
Well, it could be a better algorithm, but at least this uses LDMIA.
2013-11-09 14:51:23 -08:00
Unknown W. Brackets
2dfa2379f4 Rewrite QuickTexHashNEON directly in asm.
Seems like gcc couldn't optimize it to this.
2013-11-09 12:54:55 -08:00
Unknown W. Brackets
3f57f1f447 Disable the secondary texcache on mobile.
It helps in games like Final Fantasy 2 and Popolocrois, but it seems to
cause out of memory errors despite the checks.
2013-11-09 12:52:58 -08:00
Henrik Rydgard
497915141b Revert to normal for loop in the index generator, the < 3 case gets taken care of properly. Just existing caused some issues. 2013-11-09 19:33:40 +01:00