Commit Graph

2056 Commits

Author SHA1 Message Date
Unknown W. Brackets
cd70250d8c Use more accessors, simplify softgpu colortest. 2013-08-24 11:34:38 -07:00
Unknown W. Brackets
5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
0a217a1254 Use accessors better for block transfers. 2013-08-24 11:34:36 -07:00
Unknown W. Brackets
6227fe0754 Add some reporting of spline issues. 2013-08-24 11:34:36 -07:00
Unknown W. Brackets
c141e94fe9 Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
Unknown W. Brackets
55e02369a5 Workaround an ICE in some versions of gcc. 2013-08-24 11:33:49 -07:00
Unknown W. Brackets
10f344db2d Fix bad filter. 2013-08-24 09:51:45 -07:00
Henrik Rydgard
955ad2a6e4 swap_control_tear doesn't seem to work out for our timing or something. Let's do regular vsync. 2013-08-24 11:56:41 +02:00
Henrik Rydgard
edb6e5a54c Fix fallthough bugs in isAlphaTestTriviallyTrue 2013-08-24 11:56:39 +02:00
Henrik Rydgård
06a2d94fd2 Need to flush on FINISH/SIGNAL apparently.. 2013-08-23 16:31:03 +02:00
raven02
7eefbf21f2 Fix Spline drawing for Metal Gear Solid Portable Ops 2013-08-23 21:35:02 +08:00
Henrik Rydgard
fc313b1ac9 Use the EXECUTE flag to avoid calling ExecuteOp when possible. Minor speedup. 2013-08-23 14:27:48 +02:00
Henrik Rydgard
a3fa3c9c2d Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
2013-08-23 13:36:55 +02:00
Henrik Rydgård
09dc4ac09b Merge pull request #3339 from raven02/patch-12
Add glstate.colorLogicOp.disable();
2013-08-23 02:43:05 -07:00
Henrik Rydgard
520453a5bd Fix gpu cycle call level counting, of course halving the numbers I mentioned in the previous commit comment. 2013-08-23 11:42:15 +02:00
raven02
6113709f3d Add glstate.colorLogicOp.disable(); 2013-08-23 17:32:10 +08:00
Henrik Rydgard
dfb91d4532 Track number of GPU commands executed per call level.
This is to get an idea if it would be beneficial to compile and cache display lists. Looks like it would be for some games, for example in GTA it's often 20k/80k/20k commands per frame - that is 100k executed commands per frame that could potentially just be executed instead of interpreted. Likewise in Wipeout. Of course, this means yet another cache with invalidation issues etc..
2013-08-23 11:29:55 +02:00
Henrik Rydgård
89e476d9f2 Merge pull request #3333 from unknownbrackets/reporting
Add a bunch of HLE funcs + fix bad reloc masking and warnings
2013-08-23 01:41:00 -07:00
raven02
73e92cd2d4 age is int and should be age == 0 2013-08-23 15:32:16 +08:00
Unknown W. Brackets
1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00
Henrik Rydgard
772f9cc585 Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
416f0c56e8 Experiment: Use glBlendFuncSeparate to not change dest alpha when blending.
Fixes Persona blending issues.
2013-08-22 19:14:04 +02:00
raven02
a3cd8743ba Scisscor small fix 2013-08-22 22:21:03 +08:00
raven02
7245164604 Change to AttachFramebufferValid() for suboffset textures 2013-08-22 11:31:39 +08:00