Henrik Rydgard
29e422cbf1
Avoid flicker by not throwing away the last 3 FBOs.
2013-01-11 17:55:26 +01:00
Henrik Rydgard
6ab6045baf
Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason.
2013-01-11 02:00:51 +01:00
Henrik Rydgard
7390f2b5f6
Some realtime profiling stuff. Enable FZ (flush-to-zero) mode.
2013-01-11 00:13:39 +01:00
raven02
4e683911c7
Fix alpha blending for SW transform
2013-01-10 22:21:28 +08:00
raven02
79c9c29251
Fix alpha blending for HW transform
2013-01-10 22:19:06 +08:00
Henrik Rydgard
b6d7127734
VBO should be optional for SW transform too.
2013-01-10 13:08:04 +01:00
Henrik Rydgard
479d1f5111
Draw using VBO. Add option, make default true.
2013-01-10 12:54:36 +01:00
Lewis Robbins
64ee61a150
fixed compiling error
2013-01-10 08:02:55 +00:00
Lewis Robbins
4ae9ead2ce
clean up of GPUCommon
2013-01-09 21:13:09 +00:00
Henrik Rydgard
03eacd1af3
Save 16K.
2013-01-07 13:00:28 +01:00
Henrik Rydgard
2340b66b27
Fix envmapping on hw transform
2013-01-07 10:49:16 +01:00
Henrik Rydgard
62cc953bad
Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0.
2013-01-07 10:07:00 +01:00
Henrik Rydgard
0183a407dd
Fix RECTANGLE rotation in the other direction too.
2013-01-07 09:52:47 +01:00
KentuckyCompass
a1f35ebe7e
Fix crash from lastShader pointer = 0xcdcdcdcd
2013-01-07 00:21:07 -08:00
Henrik Rydgard
a1bf5a2a10
Save on gl[Enable/Disable]VertexAttribArray calls.
2013-01-06 23:50:05 +01:00
Henrik Rydgard
9363a867e2
Add glViewport to cached gl state. Add a couple of missing VFPU ops.
2013-01-06 23:23:36 +01:00
Henrik Rydgard
7a7c92edeb
Oops (forgot to remove a debug statement).
2013-01-06 18:17:01 +01:00
Henrik Rydgard
26a5bfcd5d
Avoid setting texture filter over and over again.
2013-01-06 17:44:14 +01:00
Henrik Rydgard
88e921b074
Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations.
2013-01-06 12:27:01 +01:00
Henrik Rydgard
66a098c863
Some simple optimizations to texturecache
2013-01-06 12:11:47 +01:00
Unknown W. Brackets
adf8c71745
Recheck writebackall'd textures more frequently.
...
Since we're dealing with texture upload speed (time), basing this off
number of times invalidated (also time usually) seems to make sense.
This helps lazy games that just use writebackall and expect their
graphics to update.
2013-01-05 17:24:19 -08:00
Unknown W. Brackets
3861ce0376
Use sceKernelDcacheWritebackAll() as a hint only.
2013-01-05 17:07:19 -08:00
Henrik Rydgard
d8d2246236
Implement sceGeGetMtx and sceGeGetCmd
2013-01-05 19:26:37 +01:00
Henrik Rydgard
835ac23cc4
Flush before some more display list ops
2013-01-05 18:15:28 +01:00
Henrik Rydgard
3e51224d86
Re-enable viewport code. Let me know what it breaks by posting an issue.
2013-01-05 11:50:12 +01:00