jeid3
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fc38cfe798
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Fix VertexShaderGenerator Command line for Gpu last generation on ios (hwXform)
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2013-05-28 17:53:43 +02:00 |
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Henrik Rydgard
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cdef31f9fc
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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.
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2013-05-26 14:03:02 +02:00 |
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Henrik Rydgard
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7ffdac39bc
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Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it.
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2013-05-23 12:49:34 +02:00 |
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Henrik Rydgard
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e2024674a4
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Undo an optimization that broke skinning a bit...
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2013-05-22 19:49:58 +02:00 |
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Henrik Rydgard
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199907b9ed
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Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more.
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2013-05-22 15:52:10 +02:00 |
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Henrik Rydgard
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29ab5e7801
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Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer.
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2013-05-20 00:16:29 +02:00 |
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Henrik Rydgard
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d9ed61c04a
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Shader simplification: Get rid of some uniforms when possible.
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2013-05-19 16:38:52 +02:00 |
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Henrik Rydgard
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063e23dc0d
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Shader simplification: Share even more variables between lights.
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2013-05-19 14:45:56 +02:00 |
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Henrik Rydgard
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a1d549c59f
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Shader simplification: Share some variables between lights to help bad register allocators
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2013-05-19 14:36:07 +02:00 |
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Henrik Rydgard
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0ff8be1b1a
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Shader simplification: Get rid of lightSum1 when not needed.
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2013-05-19 14:23:17 +02:00 |
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Henrik Rydgard
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b3cc5859dc
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Shader simplification: Get rid of lightscale where possible
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2013-05-19 13:52:47 +02:00 |
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Henrik Rydgard
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06e4441213
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Shader simplification: .rgb += instead of vec4(..., 0.0f)
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2013-05-19 13:51:46 +02:00 |
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Henrik Rydgard
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b1dd449f8f
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Remove accidentally-added extra "precision highp float" from vshader gen
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2013-05-18 23:21:42 +02:00 |
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Henrik Rydgard
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1b210fab14
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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.
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2013-05-18 20:45:52 +02:00 |
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Henrik Rydgard
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dca2406374
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Add more precision specifiers to vertex shader
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2013-05-18 19:51:52 +02:00 |
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Unknown W. Brackets
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a0e6917ee8
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If unspecified, default normal to 0, 0, 1.
Fixes Trails in the Sky buttons and improves Kingdom Hearts lighting.
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2013-05-04 13:23:50 -07:00 |
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Henrik Rydgard
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6f23a56779
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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.
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2013-04-25 10:42:31 +02:00 |
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Henrik Rydgard
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1965775c5a
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Ugly workaround for locale issue breaking HW transform for some people
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2013-04-24 23:30:09 +02:00 |
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Henrik Rydgard
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5f1ed03165
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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 .
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2013-04-21 21:09:02 +02:00 |
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Henrik Rydgard
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dd0088e6b8
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Fix strange offset of skinned meshes in HW transform (helmet outside body etc)
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2013-04-20 23:37:07 +02:00 |
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Henrik Rydgard
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70bb4e1c85
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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.
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2013-04-20 20:21:12 +02:00 |
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BeaR
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191199a8d0
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Fix vertex shader compilation
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2013-04-18 19:34:24 +02:00 |
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BeaR
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de7c1ef327
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Correct ambient light
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2013-04-18 17:36:20 +02:00 |
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Henrik Rydgard
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c04ce5a64e
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Implement projective texture mapping. It's not used a great deal but good to have.
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2013-04-17 21:41:47 +02:00 |
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BeaR
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c9daf8df7b
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Cleanup and fix vertex shader
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2013-04-16 19:01:18 +02:00 |
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Henrik Rydgard
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ea11c36091
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Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
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2013-04-15 22:57:54 +02:00 |
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BeaR
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f7739ccdc2
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Apply attenuation to ambient light
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2013-04-15 19:11:26 +02:00 |
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raven02
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fcba4d4df1
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Simply and initialize lightscale%i/angle%i/distance%i
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2013-04-11 21:49:44 +08:00 |
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BeaR
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fa3a1fbd52
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Add support for spotlights
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2013-04-09 18:26:06 +02:00 |
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raven02
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07a36f2384
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HW T&L : clamp lightscale
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2013-04-09 20:42:40 +08:00 |
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Unknown W. Brackets
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44b22bc6ff
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Fix shader compilation error.
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2013-04-02 07:26:36 -07:00 |
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BeaR
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b3aa63f64f
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Modifying shade mapping in HW and SW
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2013-04-02 12:24:22 +02:00 |
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BeaR
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da1b345cd4
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HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting
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2013-04-02 12:24:22 +02:00 |
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raven02
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6396324f57
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Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test
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2013-03-27 18:35:54 +08:00 |
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Henrik Rydgard
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41b862c689
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warning fixes
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2013-03-22 19:59:16 +01:00 |
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raven02
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49befb3d41
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Flip in throughmode for HW T&L
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2013-03-16 20:35:51 +08:00 |
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Henrik Rydgard
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fcfea6343a
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Add some lowp annotations to the vertex shader
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2013-03-03 23:57:29 +01:00 |
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raven02
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d3413681e5
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Fix texture stretched vertically in HW T&L
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2013-02-20 20:32:18 +08:00 |
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raven02
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d1784ab9f6
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Fix HW T&L crash in FF type-0
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2013-02-15 22:49:13 +08:00 |
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Henrik Rydgard
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2301a3b49e
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Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
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2013-02-15 00:31:39 +01:00 |
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Unknown W. Brackets
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74c2769ada
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Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
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2013-02-09 17:18:01 -08:00 |
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Henrik Rydgard
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356f5788e1
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Fix more UV issues
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2013-02-08 00:04:01 +01:00 |
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Henrik Rydgard
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8749ad0cb9
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Warning fixes, very minor updates to shader generators.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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5c5f6ef165
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Fix error in vertex shader compiler - no uniform called u_matambient
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2013-02-04 23:33:14 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Unknown W. Brackets
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c323a89c8d
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Match the lighting/alpha logic in the sw transform.
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2013-02-03 00:10:40 -08:00 |
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Henrik Rydgard
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dbdd461a53
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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.
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2013-01-22 22:27:03 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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Henrik Rydgard
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2f0cf82f72
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Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
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2013-01-21 19:12:46 +01:00 |
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Henrik Rydgard
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784c191caf
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Fix bugs with fog bit in shader IDs
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2013-01-21 00:34:37 +01:00 |
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