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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raven02
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cd28c846eb
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VertexDecoder: Fix a typo #1
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2013-07-29 16:40:57 +08:00 |
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Henrik Rydgard
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50a2d1b87f
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
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Henrik Rydgard
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2eaf581bbe
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Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
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2013-07-27 23:23:17 +02:00 |
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Henrik Rydgard
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8602c276ca
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Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
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2013-07-27 22:14:34 +02:00 |
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Henrik Rydgard
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e36e976877
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Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
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2013-07-27 20:09:22 +02:00 |
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Henrik Rydgard
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9add78722d
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Fix size calculation for weights. Old one would waste space for small weights.
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2013-07-27 19:35:55 +02:00 |
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Henrik Rydgard
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5d91518e63
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Don't know what I was thinking, sigh. Fixes #2889
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2013-07-23 01:05:09 +02:00 |
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Henrik Rydgard
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2f2f20ce64
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Couple of trivial microoptimizations. probably no impact.
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2013-07-23 00:13:51 +02:00 |
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The Dax
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0d8833500f
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Fix incorrect comment.
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2013-06-26 16:02:53 -04:00 |
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The Dax
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695f7eeec5
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Fix more style issues, and abstract most of the init code from MemMap.cpp.
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2013-06-26 16:02:52 -04:00 |
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The Dax
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8ab734d516
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Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314.
Also address various coding style issues.
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2013-06-26 16:02:52 -04:00 |
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Unknown W. Brackets
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0b9de18f8c
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Small optimization to morph vertex step funcs.
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2013-04-24 08:19:42 -07:00 |
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Unknown W. Brackets
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34f1f3a8e7
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Remove one more FP usage in GPU.
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2013-04-13 13:04:39 -07:00 |
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Henrik Rydgard
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5828fe5728
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Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551
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2013-04-13 19:45:17 +02:00 |
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Henrik Rydgard
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d96c588288
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Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
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2013-03-24 12:28:42 +01:00 |
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Henrik Rydgard
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57e82619ca
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Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
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2013-03-24 01:13:02 +01:00 |
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Henrik Rydgard
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b4977610cc
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Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
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2013-03-23 13:12:52 +01:00 |
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raven02
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45e4919fe9
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Change .f to .0f etc.
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2013-02-17 21:26:23 +08:00 |
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Henrik Rydgard
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0eabc80c3e
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Small optimizations and fixes to vertex decoder
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2013-02-16 09:28:55 +01:00 |
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Henrik Rydgard
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356f5788e1
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Fix more UV issues
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2013-02-08 00:04:01 +01:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Unknown W. Brackets
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8bf5189324
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Looks like these should be pos/nrm/col.
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2013-01-31 00:02:52 -08:00 |
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Unknown W. Brackets
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c81d296534
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Use memcpy also in Step_Color8888().
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2013-01-29 08:45:04 -08:00 |
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Henrik Rydgard
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366583d34f
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Align some vertex arrays to page size. It's said to possibly be beneficial.
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2013-01-29 00:48:13 +01:00 |
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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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