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.
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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
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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.
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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
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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.
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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.
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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