Commit graph

35 commits

Author SHA1 Message Date
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00
Henrik Rydgard
4212bbb51e Cleanup SoftwareTransform a bit more 2014-09-13 13:15:18 +02:00
Henrik Rydgard
ca3ed34b44 Move most GL code out of GLES/SoftwareTransform.cpp 2014-09-13 13:03:37 +02:00
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514772e18e Avoid some magic numbers. 2014-08-30 22:06:25 -07:00
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0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
Henrik Rydgard
c8ac26e502 Apparently a 1 pixel margin works around Assassin's Creed buffer overlap misdetection
(while still keeping BOF working).

Should take care of #6599.
2014-07-21 20:00:25 +02:00
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81e6f93be4 Check for access to offset framebuffers better.
Even if the height of the framebuffer doesn't exactly match the offset.
Fixes #2759 again.
2014-07-06 11:52:00 -07:00
Henrik Rydgard
d040b980dd Experiment: Disable clear optimization on PVR (see #6290) 2014-06-24 23:32:40 +02:00
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171a865b37 Support reversing normals in software transform. 2014-06-17 23:29:33 -07:00
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d4c416a437 Use the pre-world normal in software proj mapping.
Fixes #6081.
2014-06-17 23:27:19 -07:00
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9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
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ed39bb7a9c When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
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3d8f078b6c Try to workaround Breath of Fire 3's render-to-tex.
It renders to two areas but textures with a high V to reach the second
texture.  We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
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003f20c694 Allow scissor, but not depthtest during glClear().
Improves #6210.
2014-06-01 10:34:57 -07:00
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097ab53952 Enable the glClear() optimization.
It seems to help and so far have not noticed any problems.
2014-05-31 22:07:42 -07:00
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e109a547ae Disable vertex arrays not in use. 2014-05-31 22:07:41 -07:00
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b308aaad03 Update disabled IsReallyAClear() code.
Not sure if there's still something wrong about depth.
2014-05-31 22:07:40 -07:00
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Henrik Rydgard
1d545f3e6b SW transform: Don't initialize Lighter if lighting is disabled. 2014-04-21 12:49:36 +02:00
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a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
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a414abfe4a Don't calculate lighting when not enabled.
We just ignore it anyway.  2% improvement in Tales of Phantasia X.
2014-03-24 22:57:58 -07:00
Henrik Rydgard
6260ac4bc7 Fix the latest fog issue for software transform as well 2014-03-24 10:57:53 +01:00
Henrik Rydgård
98da5144ef Merge pull request #5612 from raven02/patch-27
Shade mapping fix
2014-03-22 14:37:22 +01:00
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678237aa6c Improve SSE usage in software transform.
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
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1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
raven02
1b831ce022 SW T&L 2014-03-07 21:41:40 +08:00
Henrik Rydgard
14018bd763 Apply the fog fix to software transform as well. See #2387 2014-02-12 11:13:49 +01:00
Henrik Rydgard
9e6d7abf4e Minor cleanup 2014-02-12 11:10:44 +01:00
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d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
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25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
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5f2d5d9c55 Fix an uninitialized value warning. 2013-12-01 11:21:17 -08:00
Henrik Rydgard
eea8413a82 Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgard
e3d471f590 Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
Henrik Rydgard
b0ccf5981c Don't bother with glDrawRangeElements, seems to not improve perf. 2013-11-14 17:33:43 +01:00
Henrik Rydgård
ab3fe9ba86 Extract the software transform code into its own file. 2013-11-13 14:56:34 +01:00