Henrik Rydgard
201e1ea0bc
Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet.
2013-01-19 19:22:15 +01:00
Henrik Rydgard
8ff96bbcd8
Defer vertex decoding until flush. Track draw calls so that they can be cached later.
2013-01-19 17:05:50 +01:00
Henrik Rydgard
3931323f5b
Commented out the wrong half of the RotateUVs check...
2013-01-14 21:41:39 +01:00
Henrik Rydgard
7271e3fcd5
Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
2013-01-14 20:44:11 +01:00
Henrik Rydgard
590d94da9f
Add basic stencil test functionality, shadows work in Wipeout. update native.
...
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
2013-01-12 17:21:07 +01:00
Henrik Rydgard
6c9d28205d
Disable the LoggingDeadline. Uncomment if you want to use it.
2013-01-12 12:52:00 +01:00
Henrik Rydgard
5a2fc722f6
VBO buffer rotation. Helps a little on my Nexus S but perf is still bad.
2013-01-11 19:03:16 +01:00
raven02
4e683911c7
Fix alpha blending for SW transform
2013-01-10 22:21:28 +08:00
Henrik Rydgard
b6d7127734
VBO should be optional for SW transform too.
2013-01-10 13:08:04 +01:00
Henrik Rydgard
479d1f5111
Draw using VBO. Add option, make default true.
2013-01-10 12:54:36 +01:00
Henrik Rydgard
0183a407dd
Fix RECTANGLE rotation in the other direction too.
2013-01-07 09:52:47 +01:00
Henrik Rydgard
a1bf5a2a10
Save on gl[Enable/Disable]VertexAttribArray calls.
2013-01-06 23:50:05 +01:00
Henrik Rydgard
f8ae18a130
"Fix" bezier the old way (puzzle bobble works again at least).
2013-01-04 09:54:19 +01:00
raven02
39d3b767d9
Fix ambient color in SW Transform
2013-01-01 23:15:27 +08:00
raven02
753e9b3b16
Fix SW lighting
2013-01-01 13:44:40 +08:00
Henrik Rydgård
e2cc226d0d
Just some cleanup of GPU code
2012-12-28 20:54:00 +01:00
Henrik Rydgård
c1041cfff2
Apparently RECTANGLES shouldn't flip that way.
2012-12-26 09:23:15 +01:00
Henrik Rydgård
1b35964445
Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
...
draws when unnecessary.
2012-12-26 08:54:33 +01:00
Henrik Rydgård
d95dbca9be
Cleanup GPU init/shutdown a bit
2012-12-25 22:42:19 +01:00
Henrik Rydgård
7c64f9c61e
Tiny optimization - only init the vertex decoder on vertex type change
2012-12-25 22:39:37 +01:00
Henrik Rydgård
9dce8b09a4
Move vertex arrays from globals to heap.
2012-12-25 22:39:37 +01:00
Henrik Rydgård
d21647bbb9
Split code from GLES_GPU to TransformDrawEngine, cleanup
2012-12-25 22:39:37 +01:00
raven02
fb3649ea97
Remove flush()
2012-12-24 21:34:02 +08:00
raven02
9af2325be5
Fix massive corrupted graphic in FF Type-0
2012-12-23 22:52:00 +08:00
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
3b114eb24a
More work on indexed draws. Not combining yet.
2012-12-21 19:16:17 +01:00
Henrik Rydgard
2e9daa5f89
All drawing is now indexed lists, through IndexGenerator.
2012-12-21 18:46:15 +01:00
Henrik Rydgard
4c23d668e1
Cleanup and reorganize gpu code a little
2012-12-21 16:50:14 +01:00
Henrik Rydgard
19391541fb
HW transform: Fix too-harsh lighting
2012-12-20 23:47:19 +01:00
Henrik Rydgard
79bd4e3d41
Lighting fixes (sw + hw)
2012-12-20 23:28:58 +01:00
Henrik Rydgard
c3b778daab
More work on hw transform.
2012-12-20 18:31:21 +01:00
Henrik Rydgard
4f376a2c34
Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
2012-12-20 15:07:58 +01:00
Henrik Rydgard
13460b7aa6
Use flexible vertex formats pre-transform. Saves memory b/w.
2012-12-19 20:21:59 +01:00
Henrik Rydgard
b8d596cbec
Add some infrastructure for flexible vertex formats
2012-12-19 18:35:37 +01:00
Henrik Rydgard
4046146164
Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
2012-12-19 15:14:41 +01:00
Henrik Rydgard
ba476264db
Fix GL_ZERO transparencies
2012-12-18 00:02:04 +01:00
Henrik Rydgård
700921deb3
Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
2012-12-05 10:55:06 +07:00
Henrik Rydgard
980d13fe50
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.
2012-11-28 13:45:22 +01:00
Henrik Rydgard
a74af8f372
Some new NIDs, log fix, very minor bugfix.
2012-11-27 11:40:30 +01:00
Henrik Rydgard
2822ce2737
Temporarily disable most of the viewport code as it broke some games. Kept the flip detection.
2012-11-26 20:38:26 +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
Henrik Rydgard
ec55fac3cd
Float TC coordinates apparently work in through mode. Add one more special case for blending.
2012-11-26 11:34:23 +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
c0075d8322
Special case for GL_ZERO blend factor too. Don't log on "sync".
2012-11-25 17:48:05 +01:00
Florent Castelli
2f39496ec5
Use ambient material color when no color in the vertex
...
Fixes color in celshading demo
2012-11-25 17:45:50 +01:00
Henrik Rydgard
d0f829353d
Support FIXA and FIXB blend factors as well as possible.
2012-11-25 15:49:37 +01:00
Florent Castelli
4143801891
Handle depth range (zmin, zmax) in a hackish way
2012-11-25 00:15:21 +01:00
Florent Castelli
56175bc505
Defer blend, cull and depth test changes to draw command
...
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
d141d205f8
Delete old textures, to prevent memory usage from growing indefinitely.
2012-11-22 23:07:15 +01:00