A lot of PSP optimizations

This commit is contained in:
2026-06-30 21:01:11 -05:00
parent 55352805ee
commit 84ebaa0751
44 changed files with 287 additions and 863 deletions
+4
View File
@@ -16,6 +16,10 @@ errorret_t displayOpenGLInit(void) {
errorChain(errorGLCheck());
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
#endif
errorOk();
+1 -33
View File
@@ -25,16 +25,7 @@ errorret_t meshInitGL(
mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY
// Nothing needed.
#if MESH_ENABLE_COLOR
glEnableClientState(GL_COLOR_ARRAY);
errorChain(errorGLCheck());
#endif
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
// Nothing needed; client state is enabled once globally in displayOpenGLInit.
#else
// Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId);
@@ -82,20 +73,6 @@ errorret_t meshInitGL(
glEnableVertexAttribArray(1);
errorChain(errorGLCheck());
#if MESH_ENABLE_COLOR
glVertexAttribPointer(
2,
sizeof(color_t) / sizeof(GLubyte),
GL_UNSIGNED_BYTE,
GL_TRUE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, color)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(2);
errorChain(errorGLCheck());
#endif
// Unbind VAO and VBO to prevent accidental modification
glBindBuffer(GL_ARRAY_BUFFER, 0);
errorChain(errorGLCheck());
@@ -138,15 +115,6 @@ errorret_t meshDrawGL(
// Legacy pointer style rendering
const GLsizei stride = sizeof(meshvertex_t);
#if MESH_ENABLE_COLOR
glColorPointer(
sizeof(color4b_t),
GL_UNSIGNED_BYTE,
stride,
(const GLvoid*)&mesh->vertices[offset].color
);
#endif
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
+1 -21
View File
@@ -87,50 +87,30 @@
#ifdef DUSK_OPENGL_ES
"#version 300 es\n"
"precision mediump float;\n"
// Attributes
"layout(location = 0) in vec3 a_Pos;\n"
"layout(location = 1) in vec2 a_TexCoord;\n"
#if MESH_ENABLE_COLOR
"layout(location = 2) in vec4 a_Color;\n"
#endif
// Uniforms
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
// Vertex shader outputs
"out vec4 v_Color;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
#if MESH_ENABLE_COLOR
" v_Color = a_Color;\n"
#else
" v_Color = vec4(1.0);\n"
#endif
" v_TexCoord = a_TexCoord;\n"
"}\n",
#else
"#version 330 core\n"
// Attributes
"layout(location = 0) in vec3 a_Pos;\n"
"layout(location = 1) in vec2 a_TexCoord;\n"
#if MESH_ENABLE_COLOR
"layout(location = 2) in vec4 a_Color;\n"
#endif
// Uniforms
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
// Vertex shader outputs
"out vec4 v_Color;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
#if MESH_ENABLE_COLOR
" v_Color = a_Color;\n"
#else
" v_Color = vec4(1.0);\n"
#endif
" v_Color = vec4(1.0);\n"
" v_TexCoord = a_TexCoord;\n"
"}\n",
#endif