Commit graph

129 commits

Author SHA1 Message Date
jeid3
fc38cfe798 Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform) 2013-05-28 17:53:43 +02:00
Henrik Rydgard
cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +02:00
Henrik Rydgard
7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard
e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard
199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Henrik Rydgard
29ab5e7801 Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer. 2013-05-20 00:16:29 +02:00
Henrik Rydgard
d9ed61c04a Shader simplification: Get rid of some uniforms when possible. 2013-05-19 16:38:52 +02:00
Henrik Rydgard
063e23dc0d Shader simplification: Share even more variables between lights. 2013-05-19 14:45:56 +02:00
Henrik Rydgard
a1d549c59f Shader simplification: Share some variables between lights to help bad register allocators 2013-05-19 14:36:07 +02:00
Henrik Rydgard
0ff8be1b1a Shader simplification: Get rid of lightSum1 when not needed. 2013-05-19 14:23:17 +02:00
Henrik Rydgard
b3cc5859dc Shader simplification: Get rid of lightscale where possible 2013-05-19 13:52:47 +02:00
Henrik Rydgard
06e4441213 Shader simplification: .rgb += instead of vec4(..., 0.0f) 2013-05-19 13:51:46 +02:00
Henrik Rydgard
b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Henrik Rydgard
1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard
dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Unknown W. Brackets
a0e6917ee8 If unspecified, default normal to 0, 0, 1.
Fixes Trails in the Sky buttons and improves Kingdom Hearts lighting.
2013-05-04 13:23:50 -07:00
Henrik Rydgard
6f23a56779 Remove use of setlocale() in Osk as I could not figure out the purpose, and it broke stuff.
If this is actually needed, please send a pull request adding it back, turning it off when not used, and also add an explanation in a comment.
2013-04-25 10:42:31 +02:00
Henrik Rydgard
1965775c5a Ugly workaround for locale issue breaking HW transform for some people 2013-04-24 23:30:09 +02:00
Henrik Rydgard
5f1ed03165 Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
This reverts commit a265569928, reversing
changes made to 06999ae649.
2013-04-21 21:09:02 +02:00
Henrik Rydgard
dd0088e6b8 Fix strange offset of skinned meshes in HW transform (helmet outside body etc) 2013-04-20 23:37:07 +02:00
Henrik Rydgard
70bb4e1c85 Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
BeaR
191199a8d0 Fix vertex shader compilation 2013-04-18 19:34:24 +02:00
BeaR
de7c1ef327 Correct ambient light 2013-04-18 17:36:20 +02:00
Henrik Rydgard
c04ce5a64e Implement projective texture mapping. It's not used a great deal but good to have. 2013-04-17 21:41:47 +02:00
BeaR
c9daf8df7b Cleanup and fix vertex shader 2013-04-16 19:01:18 +02:00
Henrik Rydgard
ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
BeaR
f7739ccdc2 Apply attenuation to ambient light 2013-04-15 19:11:26 +02:00
raven02
fcba4d4df1 Simply and initialize lightscale%i/angle%i/distance%i 2013-04-11 21:49:44 +08:00
BeaR
fa3a1fbd52 Add support for spotlights 2013-04-09 18:26:06 +02:00
raven02
07a36f2384 HW T&L : clamp lightscale 2013-04-09 20:42:40 +08:00
Unknown W. Brackets
44b22bc6ff Fix shader compilation error. 2013-04-02 07:26:36 -07:00
BeaR
b3aa63f64f Modifying shade mapping in HW and SW 2013-04-02 12:24:22 +02:00
BeaR
da1b345cd4 HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting 2013-04-02 12:24:22 +02:00
raven02
6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
Henrik Rydgard
41b862c689 warning fixes 2013-03-22 19:59:16 +01:00
raven02
49befb3d41 Flip in throughmode for HW T&L 2013-03-16 20:35:51 +08:00
Henrik Rydgard
fcfea6343a Add some lowp annotations to the vertex shader 2013-03-03 23:57:29 +01:00
raven02
d3413681e5 Fix texture stretched vertically in HW T&L 2013-02-20 20:32:18 +08:00
raven02
d1784ab9f6 Fix HW T&L crash in FF type-0 2013-02-15 22:49:13 +08:00
Henrik Rydgard
2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Unknown W. Brackets
74c2769ada Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
2013-02-09 17:18:01 -08:00
Henrik Rydgard
356f5788e1 Fix more UV issues 2013-02-08 00:04:01 +01:00
Henrik Rydgard
8749ad0cb9 Warning fixes, very minor updates to shader generators. 2013-02-06 19:04:28 +01:00
Henrik Rydgard
5c5f6ef165 Fix error in vertex shader compiler - no uniform called u_matambient 2013-02-04 23:33:14 +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
Unknown W. Brackets
c323a89c8d Match the lighting/alpha logic in the sw transform. 2013-02-03 00:10:40 -08:00
Henrik Rydgard
dbdd461a53 Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
2013-01-22 22:27:03 +01:00
Henrik Rydgard
e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Henrik Rydgard
2f0cf82f72 Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +01:00
Henrik Rydgard
784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00