Henrik Rydgard
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dbdd461a53
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Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
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2013-01-22 22:27:03 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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Henrik Rydgard
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14d26141a5
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TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
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2013-01-22 22:03:39 +01:00 |
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Henrik Rydgard
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b30ab91379
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GCC fix
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2013-01-21 19:19:41 +01:00 |
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Henrik Rydgard
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2f0cf82f72
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Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
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2013-01-21 19:12:46 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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Henrik Rydgard
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f8ae18a130
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"Fix" bezier the old way (puzzle bobble works again at least).
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2013-01-04 09:54:19 +01:00 |
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Unknown W. Brackets
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15793fe532
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More minor static analysis warning fixes.
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2012-12-21 17:00:47 -08:00 |
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Henrik Rydgard
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2e9daa5f89
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All drawing is now indexed lists, through IndexGenerator.
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2012-12-21 18:46:15 +01:00 |
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Henrik Rydgard
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4efb66fdb6
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Fix hw transform and audio on android, misc
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2012-12-21 12:57:43 +01:00 |
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Henrik Rydgard
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c3b778daab
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More work on hw transform.
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2012-12-20 18:31:21 +01:00 |
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Henrik Rydgard
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7d949bbee0
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VertexDecoder: Respect lowerbound of verts to transform. Make decoding a little safer.
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2012-12-20 16:03:40 +01:00 |
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Henrik Rydgard
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1b5407f505
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Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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c4ca9b5956
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Get rid of the DecodedVertex struct.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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13460b7aa6
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Use flexible vertex formats pre-transform. Saves memory b/w.
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2012-12-19 20:21:59 +01:00 |
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Henrik Rydgard
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b8d596cbec
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Add some infrastructure for flexible vertex formats
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2012-12-19 18:35:37 +01:00 |
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Henrik Rydgård
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700921deb3
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Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
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2012-12-05 10:55:06 +07:00 |
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Henrik Rydgard
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980d13fe50
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Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
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2012-11-28 13:45:22 +01:00 |
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Henrik Rydgard
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2822ce2737
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Temporarily disable most of the viewport code as it broke some games. Kept the flip detection.
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2012-11-26 20:38:26 +01:00 |
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Henrik Rydgard
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ec55fac3cd
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Float TC coordinates apparently work in through mode. Add one more special case for blending.
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2012-11-26 11:34:23 +01:00 |
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Sacha
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3c903dda24
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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.
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2012-11-26 13:25:14 +10:00 |
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Henrik Rydgard
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e37a1fb1d3
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Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
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2012-11-18 13:04:49 +01:00 |
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Henrik Rydgard
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ba171c8360
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Fix scaling for 16-bit UVs
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2012-11-16 17:19:28 +01:00 |
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Henrik Rydgard
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7c9107030d
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Speed up T&L by only transforming/lighting each vertex once, for indexed draws
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2012-11-16 16:19:37 +01:00 |
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Henrik Rydgard
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e627e1aeb2
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Culling and decode fixes.
Road is visible in MotoGP
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2012-11-16 15:35:41 +01:00 |
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