Luke Benstead
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bfca6fd8b6
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Revert batching
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2021-04-20 19:52:49 +01:00 |
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Luke Benstead
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e1e3eaf51b
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Testing with batched arrays
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2021-04-20 19:27:16 +01:00 |
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Luke Benstead
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5a9b7bb37e
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Force inline aligned vector functions
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2021-04-20 16:49:00 +01:00 |
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Luke Benstead
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ea25251944
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Optimisations
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2021-04-20 16:08:58 +01:00 |
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Luke Benstead
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faf24ac61d
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Small optimisations
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2021-04-20 09:07:14 +01:00 |
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Luke Benstead
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38c7967ae2
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Clean up some things
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2021-04-19 21:23:23 +01:00 |
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Luke Benstead
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165318ea76
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Use MATH_fmac
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2021-04-19 21:12:46 +01:00 |
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Luke Benstead
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1a849c8b1c
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Minor optimisation
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2021-04-19 21:08:09 +01:00 |
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Luke Benstead
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a3c4aaac8f
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Don't set a zero zclip value
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2021-04-19 20:51:22 +01:00 |
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Luke Benstead
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fe616028bb
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X86
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2021-04-09 15:24:47 +00:00 |
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Luke Benstead
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7d4207eddb
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Fix errors with final Z coordinate
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2020-05-24 09:55:13 +01:00 |
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Luke Benstead
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d6a22582f9
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Small cleanup
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2020-05-16 09:30:25 +01:00 |
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Luke Benstead
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29658ef3de
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Revert to more traditional GL depth values to fix ortho
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2020-05-15 20:43:55 +01:00 |
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Luke Benstead
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aa7320ab63
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Use shifted invZ for Z to keep precision
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2020-05-13 20:59:40 +01:00 |
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Luke Benstead
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2b9d8520bc
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Lighting perf improvements
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2020-05-11 20:34:09 +01:00 |
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Luke Benstead
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d01b9fa85a
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Shift the range of final depth values so the minimum is 0.2 (KOS bgpoly depth)
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2020-05-10 20:53:16 +01:00 |
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Luke Benstead
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aa20bb20b2
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Performance tweaks
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2020-05-08 19:42:31 +01:00 |
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Luke Benstead
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1289a06279
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Undo fmac which worked out slower
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2020-05-08 13:53:56 +01:00 |
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Luke Benstead
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397d9d2915
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More perf tweaks
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2020-05-08 09:59:32 +01:00 |
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Luke Benstead
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0a14db39a8
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Improve the performance of _readVertexData1i3f
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2020-05-06 20:15:28 +01:00 |
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Luke Benstead
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b3ded78897
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Fix glDrawElements
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2020-05-06 15:23:37 +01:00 |
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Luke Benstead
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177ad28219
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More simplification
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2020-05-06 08:42:09 +01:00 |
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Luke Benstead
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2c67560289
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Refactor all the user-data reading code
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2020-05-05 21:52:37 +01:00 |
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Luke Benstead
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40661e6823
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Fix orthographic depth values (?)
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2020-05-04 21:24:27 +01:00 |
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Luke Benstead
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5407e9643e
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Hacky fix for ortho projections
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2020-04-07 20:44:29 +01:00 |
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Luke Benstead
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8add817086
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Fix depth issues
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2020-04-06 20:50:26 +01:00 |
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Luke Benstead
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c3ae9bef64
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Fix up depth functions and update sh4_math
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2020-04-05 21:12:52 +01:00 |
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Luke Benstead
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cf90d10cb9
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Fix clipping 2020
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2020-04-03 19:12:42 +00:00 |
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Luke Benstead
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4292304df1
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Implement glClearDepth
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2020-03-24 13:58:44 +00:00 |
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Luke Benstead
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e21b7a0b9c
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Fix clipping
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2020-03-23 13:44:24 +00:00 |
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Luke Benstead
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906423db08
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Make sure we don't go beyond the bounds of PVR
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2020-03-22 21:09:18 +00:00 |
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Hayden Kowalchuk
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e587519e14
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fix: draw.c inline changes, and unused notation
- remove redundant call to isLightingEnabled
- rewrote vec3f normalize call
- moved checking for fastpath until we need it
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2020-03-05 14:48:37 -05:00 |
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Luke Benstead
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7e7d90b606
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Inline some things
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2020-02-29 13:25:30 +00:00 |
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Luke Benstead
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43a8db9e9d
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Remove divisions
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2020-02-29 09:48:51 +00:00 |
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Luke Benstead
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a3b1ca66c3
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Remove divisions
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2020-02-22 21:00:33 +00:00 |
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Luke Benstead
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b2a2e71795
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Much faster lighting implementation
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2019-12-27 10:36:30 +00:00 |
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Luke Benstead
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a280dac778
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Performance improvements
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2019-11-30 10:07:41 +00:00 |
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Luke Benstead
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cdfb805dd9
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Implement a fast path for glDrawElements
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2019-11-27 20:08:29 +00:00 |
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Luke Benstead
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140eec3d92
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glNormalPointer should accept GL_INT_2_10_10_10_REV, not GL_UNSIGNED_INT_2_...
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2019-11-27 09:10:10 +00:00 |
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Luke Benstead
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11cd54bc0b
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Add partial support for GL_ARB_vertex_type_2_10_10_10_rev and also GL_NORMALIZE
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2019-11-18 17:39:09 +00:00 |
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Luke Benstead
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f59e9bf56e
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Implement GL_ARB_vertex_array_bgra
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2019-09-30 21:59:11 +01:00 |
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Luke Benstead
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d7e424a766
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Initial implementation of a fast-path (currently some corruption)
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2019-09-30 09:14:43 +01:00 |
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Luke Benstead
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8f84cbb142
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Various cleanups from @mrneo
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2019-09-22 20:52:58 +01:00 |
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Luke Benstead
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e39632bcc4
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Refactor matrix management and clipping
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2019-09-14 20:51:47 +01:00 |
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Luke Benstead
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e7f2ad7dcc
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Optimise multitexture submission
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2019-09-09 09:36:06 +01:00 |
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Luke Benstead
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3af18cb514
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Refactor the perspective divide to work with glDepthRange
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2019-09-08 17:27:56 +01:00 |
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Luke Benstead
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4170655a88
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If someone attempts to use lines, just log an error and render nothing (for now)
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2019-09-06 09:34:55 +01:00 |
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Luke Benstead
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8e59b9adb5
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Make sure we clamp floating point colours to avoid overflows
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2019-09-04 17:59:57 +01:00 |
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Luke Benstead
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b82d28130d
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Rewrite the lighting code
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2019-08-01 20:21:13 +01:00 |
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Luke Benstead
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a8d420299c
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Correctly throw GL_INVALID_VALUE for invalid sizes
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2019-04-14 08:51:37 +01:00 |
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