raven02
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4866a992ec
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Break if vertex count = 0
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2013-09-04 17:14:49 +08:00 |
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raven02
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e0a9d8e1a6
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Add BlockTransfer: to ERROR_LOG_REPORT
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2013-09-04 16:58:52 +08:00 |
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raven02
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06feb621df
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Add memory check for srcBasePtr & dstBasePtr
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2013-09-04 16:38:39 +08:00 |
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raven02
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a8a0afc2e1
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Apply gstate.isAntiAliasEnabled()
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2013-08-30 20:47:38 +08:00 |
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Henrik Rydgard
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a418dd0566
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Spline: Don't create twice the number of triangles we need.
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2013-08-30 10:25:37 +02:00 |
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Unknown W. Brackets
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f6d8767487
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Fix #3385, bad alphatest flushing.
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2013-08-30 00:44:06 -07:00 |
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raven02
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f94193731d
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Discard AA lines
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2013-08-29 22:30:47 +08:00 |
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raven02
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762beae5e5
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Minor fix to bool useNonBufferedRendering
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2013-08-27 22:31:50 +08:00 |
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Florent Castelli
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c6932e2675
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Use GEPrimitiveType everywhere instead of stupid integer
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2013-08-25 19:51:06 +02:00 |
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Unknown W. Brackets
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8dbcf6572e
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Add some additional reporting.
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2013-08-24 11:34:38 -07:00 |
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Unknown W. Brackets
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7f6cf3ec29
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Add a few gstate accessors for texture type stuff.
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2013-08-24 11:34:37 -07:00 |
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Unknown W. Brackets
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0a217a1254
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Use accessors better for block transfers.
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2013-08-24 11:34:36 -07:00 |
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Unknown W. Brackets
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6227fe0754
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Add some reporting of spline issues.
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2013-08-24 11:34:36 -07:00 |
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Unknown W. Brackets
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c141e94fe9
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Use gstate.* accessors in a few more places.
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2013-08-24 11:34:35 -07:00 |
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Henrik Rydgard
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955ad2a6e4
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swap_control_tear doesn't seem to work out for our timing or something. Let's do regular vsync.
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2013-08-24 11:56:41 +02:00 |
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Henrik Rydgard
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edb6e5a54c
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Fix fallthough bugs in isAlphaTestTriviallyTrue
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2013-08-24 11:56:39 +02:00 |
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Henrik Rydgård
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06a2d94fd2
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Need to flush on FINISH/SIGNAL apparently..
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2013-08-23 16:31:03 +02:00 |
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raven02
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7eefbf21f2
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Fix Spline drawing for Metal Gear Solid Portable Ops
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2013-08-23 21:35:02 +08:00 |
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Henrik Rydgard
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fc313b1ac9
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Use the EXECUTE flag to avoid calling ExecuteOp when possible. Minor speedup.
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2013-08-23 14:27:48 +02:00 |
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Henrik Rydgard
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a3fa3c9c2d
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Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
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2013-08-23 13:36:55 +02:00 |
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Henrik Rydgard
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772f9cc585
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Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
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2013-08-23 00:33:18 +02:00 |
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Henrik Rydgard
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3cd80e1c51
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GLES: Discard "AA" lines, we can't do anything that makes sense with them anyway.
Should fix the "wireframe look" in one game, I can't test it though.
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2013-08-21 20:45:22 +02:00 |
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Henrik Rydgard
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d9cd0d1fe9
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Been meaning to rename DisplayListInterpreter->GLES_GPU forever
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2013-08-20 22:34:47 +02:00 |
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