Unknown W. Brackets
63ef98a994
Use pointer walking and sizeInRAM for texture hash.
2013-01-31 00:30:48 -08:00
Henrik Rydgard
3b681d3854
Make GLES_GPU own texturecache
2013-01-30 20:40:26 +01:00
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
Henrik Rydgard
d0f829353d
Support FIXA and FIXB blend factors as well as possible.
2012-11-25 15:49:37 +01:00
Unknown W. Brackets
8971ff7e99
Don't log texture cache evictions.
2012-11-24 11:00:29 -08:00
Unknown W. Brackets
11868f26a9
Cache textures based on more parameters.
...
This makes Tales of Eternia run much faster.
2012-11-24 10:58:10 -08:00
Unknown W. Brackets
8e09869ac2
Invalidate the texcache without restarting loop.
2012-11-24 10:43:16 -08:00
Henrik Rydgard
b964516669
Fix clear mode, turn Alpha Test back on
2012-11-23 12:43:31 +01:00
Henrik Rydgard
d141d205f8
Delete old textures, to prevent memory usage from growing indefinitely.
2012-11-22 23:07:15 +01:00
Henrik Rydgard
d572d40c36
More warning fixing
2012-11-18 23:35:02 +01:00
Henrik Rydgard
9ec858a64d
Bugfix an 8-bit indexed texture format
2012-11-18 18:47:29 +01:00
Henrik Rydgard
e37a1fb1d3
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.
2012-11-18 13:04:49 +01:00
Henrik Rydgard
e5c6cf965b
Fixes and optimizations to vertex decoding and lighting.
...
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00
Florent Castelli
cace547f8a
Fix colors for textures with 5551 clut
...
Fixes NAMCO logo in the Tales of Eternia intro, which is now red.
2012-11-15 01:51:40 +01:00
Henrik Rydgard
343b9435b9
A few minor fixes + buildfix
2012-11-10 23:44:14 +01:00
Florent Castelli
ca56b562af
Texture format and CLUT awareness for the cache
...
Fixes the intro screen in Tales of Eternia, but for some reason,
the Namco logo is purple instead of red.
2012-11-10 11:44:30 +01:00
Henrik Rydgard
54f9509693
The texture conversion now works for OpenGL ES again.
2012-11-09 01:24:19 +01:00
Henrik Rydgard
6fd4168232
Port new texture code to GLES : simulate GL_PACK_ROW_LENGTH
2012-11-09 00:51:04 +01:00
Arthur Blot
a29072c3f7
Fixed texture loading for all formats.
2012-11-08 23:26:30 +01:00
Sacha
41f5abab31
PPSSPP ported to Blackberry10
...
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00
Henrik Rydgard
687b085357
Missed these somehow
2012-11-04 23:58:25 +01:00
Henrik Rydgard
4f7ad15758
Add snapshot of the whole source code.
2012-11-01 16:19:01 +01:00