Unknown W. Brackets
7f6cf3ec29
Add a few gstate accessors for texture type stuff.
2013-08-24 11:34:37 -07:00
Unknown W. Brackets
0a217a1254
Use accessors better for block transfers.
2013-08-24 11:34:36 -07:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
Henrik Rydgard
dfb91d4532
Track number of GPU commands executed per call level.
...
This is to get an idea if it would be beneficial to compile and cache display lists. Looks like it would be for some games, for example in GTA it's often 20k/80k/20k commands per frame - that is 100k executed commands per frame that could potentially just be executed instead of interpreted. Likewise in Wipeout. Of course, this means yet another cache with invalidation issues etc..
2013-08-23 11:29:55 +02:00
raven02
282d072793
Add isTextureAlphaUsed()
2013-08-20 21:28:16 +08:00
Tony Wasserka
2962d242cb
softgpu: Implement skinning.
2013-08-16 23:49:14 +02:00
Tony Wasserka
11a94e1d14
softgpu: Implement spline surface drawing (without patch subdivision).
2013-08-16 23:49:13 +02:00
Tony Wasserka
d2f30961af
softgpu: Make perspective correct uv mapping code more readable and implement projection mapping.
2013-08-16 23:49:12 +02:00
Tony Wasserka
62b384e052
softgpu: Lots of clearmode fixes.
2013-08-16 23:49:11 +02:00
Tony Wasserka
e1216e91cc
softgpu: Implement texture scaling, texture offset and texture coordinate wrapping/clamping.
2013-08-16 23:49:10 +02:00
Tony Wasserka
d91d5c087b
GPUState: Fix depth buffer stride getter.
2013-08-16 23:49:09 +02:00
Tony Wasserka
a013aad6f1
softgpu: Fix incorrect depth buffer write base address.
...
softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00
Tony Wasserka
0e1e8fe331
softgpu: Clean up depth testing code.
2013-08-16 23:49:02 +02:00
Henrik Rydgard
96373132bb
Android buildfix
2013-08-14 20:42:13 +02:00
raven02
fad8b77044
Merge remote-tracking branch 'upstream/master' into patch-13
2013-08-14 07:29:56 +08:00
raven02
c2a86d647f
Fix wrong size generated of FBO for some games which uses it as render-to-texture
2013-08-12 02:20:55 +08:00
Unknown W. Brackets
e7c7c5b3db
Add a setting to launch a separate CPU thread.
2013-08-09 22:41:30 -07:00
Henrik Rydgard
bc00a7e302
Process frame timing on frame boundaries instead of flips. Frameskipping works better in many games.
2013-08-07 23:32:28 +02:00
Henrik Rydgard
51ffdfa132
Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations.
2013-08-07 22:34:00 +02:00
raven02
c4a3638183
Add gstate.isClearModeDepthWriteEnabled/ColorMask/AlphaMask()
2013-08-03 14:56:37 +08:00
raven02
0daa550538
Add getWeightMask()
2013-07-30 23:55:11 +08:00
raven02
50f98fe498
Add texture level parameter
2013-07-30 23:23:02 +08:00
raven02
75c9ce2498
GPUstate :Add getTextureWidth() & getTextureHeight()
...
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
2f94977efe
Don't include gfx/gl* outside the OpenGL GE.
2013-07-29 22:47:38 -07:00
raven02
adf0680897
gstate code cleanup
2013-07-29 17:25:07 +08:00
Henrik Rydgard
50a2d1b87f
More work on prescaled UV
2013-07-28 00:33:51 +02:00
Unknown W. Brackets
4cfa074546
Use GE state accessors in the texcache.
2013-07-21 19:45:05 -07:00
Unknown W. Brackets
b2927213c7
Use stencil GE state accessors.
2013-07-21 19:45:04 -07:00
Unknown W. Brackets
46805b37cb
Use the texture-related GE accessors.
2013-07-21 19:45:04 -07:00
Unknown W. Brackets
abd9dc6137
Use the light computation/type GE accessors.
2013-07-21 19:44:30 -07:00
Unknown W. Brackets
c0da6b97c5
Add and use some color/alpha test accessors.
2013-07-21 19:44:30 -07:00
neobrain
3ca0c5397f
Add logic op/color masking GE state accessors.
2013-07-21 19:44:29 -07:00
neobrain
e6e7dd66d0
Implement some stencil test GE state accessors.
2013-07-21 19:44:29 -07:00
Florent Castelli
cc180fa204
Add type safe getter for texture and clut format fields.
2013-07-21 19:44:28 -07:00
neobrain
a70220a1d5
Add clut GE state accessors.
2013-07-21 19:44:28 -07:00
neobrain
01824e44ae
Add some texture-related GE accessors.
2013-07-21 19:44:23 -07:00
neobrain
4c74cafa51
Add some more lighting related accessors.
2013-07-21 19:43:34 -07:00
neobrain
abca8f6c87
Add some more GE state accessors for light/etc.
2013-07-21 19:43:34 -07:00
neobrain
a40741798c
Add accessors for several lighting related values.
2013-07-21 17:43:08 -07:00
raven02
7ac496529b
Vendor Based Alpha and Color Testing
2013-07-21 01:14:36 +08:00
Henrik Rydgard
4c913c097e
new attempt at sizing the framebuffers, similar to what raven02 said
2013-07-10 21:59:43 +02:00
PGGB
eaa8813d44
Remove relative gl_common.h include directives
2013-07-10 19:28:15 +02:00
Sacha
b39a572043
Buildfixes.
...
Fix C++11 usage.
Remove redundancy.
Fix st_*time re-usage.
2013-06-02 13:26:39 +10:00
Unknown W. Brackets
9c85bd92e4
Show statistics for GPU cycles executed per frame.
2013-05-31 10:40:16 -07:00
Unknown W. Brackets
cb217189c5
Keep track of whether a texture has alpha.
...
This way we know what sorts of blending we even have to do. Commonly,
textures don't have any real alpha.
Not yet used for anything.
2013-05-08 23:14:19 -07:00
Unknown W. Brackets
85a23dac63
Avoid framebuffer lookups for repeated prims.
...
There are usually many prims per framebuffer. This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
BeaR
8cc3f01b7b
Use correct state for lmode
2013-04-16 19:22:18 +02:00
Henrik Rydgard
ea11c36091
Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
2013-04-15 22:57:54 +02:00
BeaR
fa3a1fbd52
Add support for spotlights
2013-04-09 18:26:06 +02:00
raven02
6396324f57
Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test
2013-03-27 18:35:54 +08:00