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.
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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.
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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.
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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
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Uncomment out //if (pos)
2013-08-31 08:05:21 -07:00
Henrik Rydgård
7e96e2cee3
Merge pull request #3460 from raven02/patch-27
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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
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Discard AA lines
2013-08-29 09:11:12 -07:00
Henrik Rydgård
5e3270060f
Merge pull request #3471 from raven02/patch-29
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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.
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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
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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.
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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
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Use stenciltest for glblendFuncSeparate()
2013-08-26 05:55:01 -07:00
raven02
2442c24aee
Use stenciltest for glblendFuncSeparate()
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1
2013-08-26 17:49:59 +08:00
Henrik Rydgård
21c5121129
Merge pull request #3389 from raven02/patch-20
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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."
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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
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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