Commit graph

3936 commits

Author SHA1 Message Date
Unknown W. Brackets
b5304cce57 Consider all framebuffers before settling. 2013-09-01 14:46:08 -07:00
Unknown W. Brackets
0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
Unknown W. Brackets
b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets
ac56a7ee65 Keep framebuffer sources alive.
Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets
49902ed4dc Factor out texture from framebuffer. 2013-09-01 11:40:35 -07:00
Unknown W. Brackets
81baa3b540 Properly handle invalid attachments. 2013-09-01 11:31:09 -07:00
raven02
04f6e309a9 Render-to-texture : Add affected game list as reference 2013-09-01 20:54:36 +08:00
Unknown W. Brackets
0e82ecca86 Fix lighting when lightpos and spec coef are 0.
Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it.  Not well tested on Android.

Fixes #2424.
2013-09-01 03:11:02 -07:00
raven02
df045e418c Better Bezier patch fix 2013-09-01 16:30:32 +08:00
raven02
d86d782ecd Apply auto-gen mipmapping to WIN32 2013-09-01 08:28:09 +08:00
Henrik Rydgård
746a23fd71 Merge pull request #3419 from raven02/patch-21
Uncomment out //if (pos)
2013-08-31 08:05:21 -07:00
Henrik Rydgård
7e96e2cee3 Merge pull request #3460 from raven02/patch-27
Use glBlendFuncB for dstAlpha
2013-08-31 08:04:18 -07:00
raven02
a8a0afc2e1 Apply gstate.isAntiAliasEnabled() 2013-08-30 20:47:38 +08:00
Henrik Rydgard
a418dd0566 Spline: Don't create twice the number of triangles we need. 2013-08-30 10:25:37 +02:00
Unknown W. Brackets
f6d8767487 Fix #3385, bad alphatest flushing. 2013-08-30 00:44:06 -07:00
Unknown W. Brackets
655a7b4973 Check for a stencil test when ignoring alphatest. 2013-08-29 22:14:51 -07:00
Henrik Rydgard
766731db8e Add back the default case to the triviallytrue functions. 2013-08-29 20:39:23 +02:00
Henrik Rydgård
9fbfcacbc6 Merge pull request #3470 from raven02/patch-28
Discard AA lines
2013-08-29 09:11:12 -07:00
Henrik Rydgård
5e3270060f Merge pull request #3471 from raven02/patch-29
Fix FF2 issue #2857
2013-08-29 08:43:07 -07:00
raven02
2737c809db Fix Bezier patch 2013-08-29 23:19:38 +08:00
raven02
65d836c5dd Fix FF2 issue #2857 2013-08-29 22:50:31 +08:00
raven02
f94193731d Discard AA lines 2013-08-29 22:30:47 +08:00
raven02
0de4b415f4 Use glBlendFuncB for dstAlpha 2013-08-29 01:20:23 +08:00
raven02
0b98f1f71b Should keep default case 2013-08-28 15:10:40 +08:00
raven02
0f55a6e042 Add GE_COMP_NEVER for alpha/color test to return false. 2013-08-28 14:33:15 +08:00
Henrik Rydgard
dcc63fd716 PowerVR: work around what appears to be a driver bug with equality test + discard, but not completely sure that discard isn't just broken.
If this change breaks something, it was probably already broken, and it's PVR-only.
2013-08-28 00:12:49 +02:00
Henrik Rydgard
dd667156f5 Oops 2013-08-27 22:14:13 +02:00
Henrik Rydgard
711d3ff52c Speedup a few 2D games on mobile by eliminating the alpha test in some conditions
That is, if there's no depth testing/writing, and the alpha equation will produce the same result as the alpha test (when the alpha test is >= 0 or != 0 and the blend func is safe), we turn off the alpha test.
2013-08-27 21:48:03 +02:00
Henrik Rydgard
6360fcb0ae Add some stats to get some idea of much alpha tested drawing we do.
Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
2013-08-27 21:01:17 +02:00
raven02
762beae5e5 Minor fix to bool useNonBufferedRendering 2013-08-27 22:31:50 +08:00
raven02
d66f049d22 GLES SW: inline with HW using 0,0,1 ; 2013-08-27 16:52:17 +08:00
raven02
7612335992 Minor fix 'useBufferedRendering' bool variable 2013-08-27 15:11:55 +08:00
Henrik Rydgard
55aa3d13c7 Win32: Switch to a UNICODE build. This took quite a bit of fixing. 2013-08-26 19:00:16 +02:00
raven02
b2a033b7e0 Add RROR_LOG_REPORT for vertices without position 2013-08-26 22:09:43 +08:00
raven02
c0eaa665d5 Uncomment out //if (pos) 2013-08-26 21:24:37 +08:00
Henrik Rydgård
9667b9e316 Merge pull request #3387 from raven02/patch-19
Use stenciltest for glblendFuncSeparate()
2013-08-26 05:55:01 -07:00
raven02
2442c24aee Use stenciltest for glblendFuncSeparate()
1
2013-08-26 17:49:59 +08:00
Henrik Rydgård
21c5121129 Merge pull request #3389 from raven02/patch-20
GLES: Skip GE_LOGIC_COPY for logic ops
2013-08-26 00:50:06 -07:00
raven02
f49a2f7fa0 GLES: Skip GE_LOGIC_COPY for logic ops 2013-08-26 15:48:57 +08:00
Florent Castelli
c6932e2675 Use GEPrimitiveType everywhere instead of stupid integer 2013-08-25 19:51:06 +02:00
Henrik Rydgard
554ca84556 Revert "More alpha hackery. This is starting to get embarrassing, really need to fix those tests."
This reverts commit 97a6921000.
2013-08-25 13:24:52 +02:00
Henrik Rydgard
97a6921000 More alpha hackery. This is starting to get embarrassing, really need to fix those tests. 2013-08-25 13:12:31 +02:00
Henrik Rydgård
2d89323fc2 Merge pull request #3357 from raven02/patch-15
Regession fix character shadow stretch in FF Crisis core
2013-08-25 03:01:58 -07:00
raven02
0ea10d96b1 Attempt to use scissor to render correct shadowing in Mortal Kombat/FF CC 2013-08-25 14:52:18 +08:00
raven02
284a3a7b44 Mipmapping only enable when texture scaling disabled 2013-08-25 14:43:03 +08:00
Unknown W. Brackets
8dbcf6572e Add some additional reporting. 2013-08-24 11:34:38 -07:00
Unknown W. Brackets
cd70250d8c Use more accessors, simplify softgpu colortest. 2013-08-24 11:34:38 -07:00
Unknown W. Brackets
5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
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