Commit graph

58 commits

Author SHA1 Message Date
Unknown W. Brackets
5ecacd6bc8 Don't double alpha when alphablend is disabled.
Probably doesn't affect much.
2013-05-12 09:31:23 -07:00
Unknown W. Brackets
c937a22f26 Only double the color with color doubling.
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.
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.
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.
Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets
8f27d03af3 Double alpha at least for a known case.
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.
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.
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.
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
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
* 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