Unknown W. Brackets
5ecacd6bc8
Don't double alpha when alphablend is disabled.
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Probably doesn't affect much.
2013-05-12 09:31:23 -07:00
Unknown W. Brackets
c937a22f26
Only double the color with color doubling.
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Not the alpha.
2013-05-09 23:31:53 -07:00
Unknown W. Brackets
47c404b925
Clean up some comments.
2013-05-09 01:19:55 -07:00
Unknown W. Brackets
4a30221c95
Ignore texfunc RGBA when texture is full alpha.
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This allows us to skip some work in the fragment shader.
2013-05-08 23:14:20 -07:00
Unknown W. Brackets
ebf1b57834
Rename round255f to roundAndScale255f.
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Seems to verbose to me, but no one can think it doesn't scale or round
this way.
2013-05-07 08:02:27 -07:00
Unknown W. Brackets
f2b4c4a0bc
Pre-round the colortest/alphatest reference val.
2013-05-07 07:52:49 -07:00
raven02
eba452f1ba
Add back round255f and round255v to u_alphacolorref
2013-05-07 21:52:40 +08:00
raven02
3744f6ee28
Fix colortest rounding using vec3
2013-05-07 19:53:48 +08:00
raven02
274b9c712c
Add rounding to equality check for ColorTest
2013-05-07 16:47:53 +08:00
Unknown W. Brackets
9537be9ebb
Don't double src alpha when it's not safe to do so.
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Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets
8f27d03af3
Double alpha at least for a known case.
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Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets
3a769bb047
Do alpha test equal compares using rounding.
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Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Henrik Rydgard
e3f183bc28
ColorDouble needs to be in the fragment shader ID
2013-04-27 18:33:56 +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
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
raven02
3252eb6554
Fragment Shader : use mix() for decal/blend
2013-04-08 22:48:40 +08:00
Henrik Rydgard
e246ffe20c
fragment shader: RGBA DECAL does make more sense this way
2013-04-07 20:37:19 +02:00
raven02
b03dfeb8a6
Clean up if-else
2013-04-06 22:28:38 +08:00
raven02
34f6a7512f
Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-06 22:24:04 +08:00
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
raven02
68faecd87c
minor cleanup only
2013-03-25 22:57:40 +08:00
raven02
51fdd2a665
Enable ColorTest
2013-03-25 22:36:56 +08:00
Henrik Rydgard
724a7c8c93
Revert latest fliptexture hack. This seems to work better.
2013-03-11 20:26:47 +01:00
Henrik Rydgard
de469e77a4
Fix silly typo breaking alpha test in many cases. Make some log VERBOSE.
2013-03-11 19:40:47 +01:00
Henrik Rydgard
14b35c8d2d
Turning off alpha test on GREATER than 0 and LESS than 255 wasn't safe. Only GEQUAL and LEQUAL, duh!
2013-03-11 19:29:13 +01:00
Henrik Rydgard
ac47d74d7b
Remove obviously useless alpha tests. May help speed on mobile GPUs a little.
2013-03-11 18:43:36 +01:00
Henrik Rydgard
654620cb66
Adreno doesn't like negations when using discard, apparently..
2013-03-10 16:01:00 +01:00
Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
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This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02
b862841dd4
Put PPGeDraw into CalculateFPS() and add enableColorDoubling alias
2013-03-03 15:33:03 +08:00
raven02
d99ca71a47
Add u_colormask and use it in enableColorTest
2013-02-25 05:45:35 +08:00
raven02
26f37277f4
Use enableColorTest for colortest
2013-02-13 07:57:15 +08:00
Henrik Rydgard
bdc467769e
Some shader and vertex format optimizations
2013-02-05 01:37:00 +01:00
raven02
104dfcb6e4
Fix too dark issue in-game
2013-01-25 21:15:56 +08:00
Henrik Rydgard
dbdd461a53
Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
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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
784c191caf
Fix bugs with fog bit in shader IDs
2013-01-21 00:34:37 +01:00
Henrik Rydgard
7271e3fcd5
Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
2013-01-14 20:44:11 +01:00
Henrik Rydgard
03eacd1af3
Save 16K.
2013-01-07 13:00:28 +01:00
Henrik Rydgard
62cc953bad
Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0.
2013-01-07 10:07:00 +01:00
raven02
55f986428d
Use 2.0 alpha value to match real PSP
2013-01-01 22:00:20 +08:00
Henrik Rydgard
4f376a2c34
Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
2012-12-20 15:07:58 +01:00
Henrik Rydgard
b8d596cbec
Add some infrastructure for flexible vertex formats
2012-12-19 18:35:37 +01:00
Henrik Rydgard
4046146164
Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
2012-12-19 15:14:41 +01:00
Henrik Rydgård
36943db4ec
Merge branch 'master' of github.com:hrydgard/ppsspp
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Conflicts:
Core/Config.h
2012-12-05 10:57:30 +07:00
Henrik Rydgård
700921deb3
Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
2012-12-05 10:55:06 +07:00
Sacha
5316f856d1
Blackberry 10 Port
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* Replace SDL with asound backend (removes the only dependency)
* Remove all references to SDL in bar-descriptor.xml, blackberry_build.sh
* Greatly simplify blackberry_build.sh
* Modify CMakeLists.txt to account for removal of SDL
* Remove redundancy in CMakeLists.txt (EGLv2)
* Refactor nativeExtra's and setting targets
* Remove android/CMakeLists.txt (unrelated file)
* Update for latest Blackberry NDK (1088)
* Handle bug with VSync in latest NDK
* Update bar-descriptor.xml to version 0.4
* Fix define on iOS in FragmentShaderGenerator.cpp
* Specify NDK used in Credits by target platform, add contributor, remove redundancy
2012-12-02 14:48:00 +10:00
Henrik Rydgard
980d13fe50
Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
2012-11-28 13:45:22 +01:00
Henrik Rydgard
870ea6628b
Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
2012-11-26 17:35:08 +01:00
Sacha
3c903dda24
Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
2012-11-26 13:25:14 +10:00