Commit graph

102 commits

Author SHA1 Message Date
Unknown W. Brackets
d0ab1c8ffc Set VertexReader's vtype_ to prevent oddness. 2013-02-14 08:32:37 -08:00
Xele02
5654a7eae5 DrawSpline hack to draw something. 2013-02-13 01:03:02 +01:00
raven02
f5431dcb8b Fix SW transform in Kidou_Senshi_Gundam_AGE_Universe_Accel 2013-02-12 22:43:41 +08:00
Unknown W. Brackets
b548fe0aa6 Don't mark unreliable, just rehash each time.
This improves perf significantly without the bugs.
2013-02-12 00:17:12 -08:00
Unknown W. Brackets
1e1979b786 Simply don't cache < 100 verts for now.
Fixes wrong vertexes in a number of games.
2013-02-12 00:02:53 -08:00
Unknown W. Brackets
485bcac757 Actually, these are draws. Increase to 24. 2013-02-11 23:41:31 -08:00
Unknown W. Brackets
7d2c5c5041 Fix vai->numFrames never incrementing.
This made it never cache... oops.
2013-02-11 23:38:29 -08:00
Unknown W. Brackets
634b9112e4 Cache vertexes based on frames not draws. 2013-02-10 14:20:57 -08:00
Sacha
b817e3bf26 Update max to std::max 2013-02-10 23:01:18 +10:00
Henrik Rydgard
6b3ddae554 Fix UV error introduced in previous commit 2013-02-06 21:38:19 +01:00
Henrik Rydgard
6f9347178b Let's not declare vertex arrays as RELIABLE for now. 2013-02-06 20:45:25 +01:00
Henrik Rydgard
aaf00e047b Don't convert texcoords to float either. 2013-02-06 20:30:10 +01:00
Henrik Rydgard
8749ad0cb9 Warning fixes, very minor updates to shader generators. 2013-02-06 19:04:28 +01:00
Henrik Rydgard
0ca279e81d Don't hash vertex buffers every frame (TCP-style backoff up until every 16th)
Saves quite a bit time otherwise spent in CityHash, blowing the dcache every time.
2013-02-06 00:43:37 +01:00
raven02
b64edadb1b Fix missing menu button and character in The Legend Of Heroes - Trails In The Sky 2013-02-06 04:26:24 +08:00
Henrik Rydgard
bf7ad9e1c9 Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change. 2013-02-05 18:02:10 +01:00
Henrik Rydgard
bdc467769e Some shader and vertex format optimizations 2013-02-05 01:37:00 +01:00
Henrik Rydgard
bf51291527 Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout. 2013-02-04 23:10:40 +01:00
Henrik Rydgard
ce059eedf5 Disable non-through RotateUV, according to Raven02 it seems it's not needed although I have my doubts :) 2013-02-03 21:46:31 +01:00
Henrik Rydgard
2bacf8071f Fix RotateUV. Apparently the rules are reversed in through mode. 2013-02-03 12:27:52 +01:00
Henrik Rydgard
366583d34f Align some vertex arrays to page size. It's said to possibly be beneficial. 2013-01-29 00:48:13 +01:00
Henrik Rydgard
4f8cdb8370 Delete now-unnecessary (hopefully) sanity check 2013-01-28 19:29:12 +01:00
Henrik Rydgard
4773f20fad Fix spiky polygon glitches with vertex cache in Dissidia and maybe more. 2013-01-28 19:05:38 +01:00
Henrik Rydgard
8b180513cb Assorted GPU cleanup/fixing (fbo, vbo draw type) 2013-01-26 21:39:36 +01:00
Unknown W. Brackets
6e403be006 Skip a double map lookup.
Profiler says this was taking extra time.  Only saves 0.23%.
2013-01-26 11:36:45 -08:00
Henrik Rydgard
8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard
e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Xele02
77af8f4727 Change cast which break build on linux 2013-01-21 01:25:48 +01:00
Henrik Rydgard
3b8ea62b05 Cannot cache vertices when morph is enabled. 2013-01-20 22:48:29 +01:00
Henrik Rydgard
e15b580df6 Avoid using an element buffer in more cases. 2013-01-20 22:42:38 +01:00
Henrik Rydgard
611fb3536f Try to use glDrawArrays in more situations, saving us a buffer. Misc. 2013-01-20 21:52:54 +01:00
Henrik Rydgard
1b1a275dcc GPU "dirty" optimization, wip vertexcache 2013-01-20 13:15:46 +01:00
Henrik Rydgard
04860322f4 Merge branch 'master' into vertexcache 2013-01-20 11:30:11 +01:00
raven02
139932f7a0 Revert color0 to be original 2013-01-20 12:41:47 +08:00
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