Henrik Rydgard
8b180513cb
Assorted GPU cleanup/fixing (fbo, vbo draw type)
2013-01-26 21:39:36 +01:00
Henrik Rydgard
14d26141a5
TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
2013-01-22 22:03:39 +01:00
Unknown W. Brackets
140fd171ef
Fix some 64-bit type conversion warnings.
2013-01-19 13:48:20 -08:00
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
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
raven02
b94bcad288
Fall back to original filter logic when filter option is off
2012-12-29 09:48:46 +08:00
raven02
e407ec4314
User define linear filtering
2012-12-29 00:39:46 +08:00
Henrik Rydgard
8c267b0105
Didn't mean to remove these calls
2012-12-22 00:38:17 +01:00
Henrik Rydgard
e42af096c8
Merge
2012-12-21 23:43:48 +01:00
Henrik Rydgard
6b3ac02dae
Now not flushing at every drawcall by mistake...
2012-12-21 22:52:09 +01:00
Henrik Rydgard
d663e28bde
More work and optimization. Still not quite there.
2012-12-21 21:49:09 +01:00
Henrik Rydgard
d4cc0bada7
Revert broken optimization in TextureCache (there are still memory savings to be had though)
2012-12-01 10:17:33 +01:00
Henrik Rydgard
aa04eaec31
TextureCache: Cleanup, memory savings
2012-11-30 22:32:50 +01:00
Henrik Rydgard
37f28ab4eb
Buildfix (?)
2012-11-28 17:09:19 +01:00
Henrik Rydgard
7a7548a70f
Warning fixes etc
2012-11-28 16:20:38 +01:00
Henrik Rydgard
5fb8e6dfb0
DXT textures now mostly working-ish (work left to do on alpha for DXT3/5)
2012-11-28 16:12:29 +01:00
Henrik Rydgard
870ea6628b
Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
2012-11-26 17:35:08 +01:00
Sacha
3c903dda24
Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
2012-11-26 13:25:14 +10:00
Henrik Rydgard
1a7ca88df4
Fix some black textures
2012-11-26 01:21:14 +01:00