Henrik Rydgard
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85229efef4
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
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Henrik Rydgard
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92389a4966
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Use a common ShaderId class. Start moving shader ID code to GPU/Common
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2015-10-24 23:24:06 +02:00 |
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Henrik Rydgard
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67cd018aca
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Rename shader bits to not clash (this is preparation for other changes)
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2015-10-24 23:09:28 +02:00 |
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Henrik Rydgard
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3c82dc1462
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vtxshader: Don't enable full lighting if only shadeMapping is enabled. Should help #8071
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2015-10-24 22:59:36 +02:00 |
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Henrik Rydgard
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c63ed2f701
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Improve vertex shader description
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2015-10-24 10:41:14 +02:00 |
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Henrik Rydgard
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285480f992
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More shader bit organization, viewer
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2015-10-14 20:23:51 +02:00 |
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Henrik Rydgard
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4e26561d78
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Fix bug in hardware skinning, improve shader viewer
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2015-10-14 20:17:12 +02:00 |
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Henrik Rydgard
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1308a90fd1
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More shader viewer improvements
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2015-10-14 20:04:44 +02:00 |
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Henrik Rydgard
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0b46b6b43a
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Improvements to shader viewer
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2015-10-14 19:50:39 +02:00 |
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Henrik Rydgard
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7f4e473e8c
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Add new shader viewing tool
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2015-10-14 18:10:21 +02:00 |
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Henrik Rydgard
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09cc80f413
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Don't skip lights that are being used for shade mapping when generating vertex shader IDs
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2015-10-14 18:01:40 +02:00 |
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Henrik Rydgard
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f4d50feacb
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Reduce the number of shaders generated by games that juggle a lot of lights, like Tekken 6
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2015-10-14 17:56:36 +02:00 |
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Henrik Rydgård
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87f45ed307
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OpenGL: Generate vertex shaders directly from the shader ID.
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2015-10-14 10:50:29 +02:00 |
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Henrik Rydgard
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b07b002040
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Introduce "Compatibility Flags".
These should be used very restrictively, see comment in Compatibility.h.
Should help #8004, by disabling depth rounding in Fight Night round 3.
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2015-09-27 01:23:20 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Henrik Rydgard
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d89da71057
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Get rid of a division in the vertex shader by precomputing the inverse.
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2015-08-26 17:40:06 +02:00 |
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Henrik Rydgard
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5dbc8abd94
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experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded)
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2015-08-26 17:28:34 +02:00 |
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Henrik Rydgard
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dedd2b60e4
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Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense.
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2015-08-26 17:02:07 +02:00 |
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Henrik Rydgard
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c91b58ac8e
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Fix typo. This breaks it again though, strangely.
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2015-08-26 16:07:11 +02:00 |
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Henrik Rydgard
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fee776b6e0
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Correct scale factors for through mode depth rounding.
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2015-08-26 15:55:58 +02:00 |
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Henrik Rydgard
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9e18fb7e90
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Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
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2015-08-26 15:25:21 +02:00 |
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Henrik Rydgard
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a5fb4cffd5
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Failed quick attempt at Z rounding in the vshader
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2015-08-26 15:25:20 +02:00 |
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Unknown W. Brackets
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04eb83002c
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Assume lmode does nothing in throughmode.
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2015-03-08 18:03:17 -07:00 |
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Unknown W. Brackets
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39cb74a8d3
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Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
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2015-03-08 13:12:13 -07:00 |
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Henrik Rydgard
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df62bc42b7
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D3D shader generator: Fix an issue with 4x3 vs 4x4 matrices that caused warnings to be reported (I think).
Make the GL code for this case (skinning without normal) more similar.
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2015-01-12 20:37:33 +01:00 |
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Henrik Rydgard
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d9e543fdd2
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Reduce PowerVR blockiness problems on older GPU revisions. #7153 #7150
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2014-12-15 01:16:07 +01:00 |
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Henrik Rydgard
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f424bf73ae
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GLES: Implement a custom modulo function for PowerVR. Fixes blockiness, see #7153 and #7150
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2014-12-14 20:59:21 +01:00 |
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Henrik Rydgard
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e2d2950865
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Add a sanity check for shader linking, active in debug mode
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2014-12-14 20:17:29 +01:00 |
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Henrik Rydgard
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b4b7cd0722
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GLES: Merge the two ShaderID classes as they are identical.
I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
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2014-12-14 19:24:11 +01:00 |
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Henrik Rydgard
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ff68e32f88
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Try to fix flat/smooth shade mode issue (caused shader mismatches)
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2014-12-02 01:13:26 +01:00 |
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Henrik Rydgard
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da1352c924
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Don't bother specifying smooth shading, it's the default.
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2014-12-02 00:57:51 +01:00 |
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xebra
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f032936575
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Fix flat shading for unsupported hardware.
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2014-12-01 19:16:20 +09:00 |
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xebra
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34fe8300ab
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Support flat shading.
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2014-11-28 18:59:14 +09:00 |
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Unknown W. Brackets
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81592e9cf5
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gles: Avoid pow(<= 0, 0) entirely, undefined.
Should work on more driver versions. Fixes #6941.
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2014-09-23 23:59:32 -07:00 |
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Unknown W. Brackets
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6f38c21ccc
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d3d9: Make the vertex shaders more similar.
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2014-09-20 23:55:48 -07:00 |
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Henrik Rydgard
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37e3cf362f
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Move vertexdecoder files into GPU/Common
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2014-09-12 02:00:32 +02:00 |
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Henrik Rydgard
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1f9c1719e3
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Delete the DX9 vertex decoder, use the "GL" one instead (now common)
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2014-09-12 02:00:32 +02:00 |
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Henrik Rydgard
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34b5a1c2f3
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Disable precision qualifiers on desktop GL
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2014-06-10 22:44:53 +02:00 |
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Unknown W. Brackets
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ed39bb7a9c
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When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
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2014-06-07 19:32:19 -07:00 |
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Unknown W. Brackets
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0950e7b86d
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Optimize ComputeVertexShaderID() a bit.
This is only like 1%. Along the way found and fixed an overlap of bits.
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2014-03-29 10:35:09 -07:00 |
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raven02
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2c7c1f547d
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Shade mapping fix
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2014-03-06 22:07:08 +08:00 |
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Unknown W. Brackets
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2e91adc607
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Oops, revert software transform breakage.
It will deal with getting the coords right, including in projection modes.
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2014-01-18 15:44:04 -08:00 |
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Unknown W. Brackets
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6eb493a842
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Use 0 for texcoord when not specified in vertex.
Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133.
Also fixes #5124 for me.
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2014-01-18 14:57:25 -08:00 |
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Henrik Rydgård
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5dbc26aec8
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Merge pull request #4937 from unknownbrackets/gpu-minor
Ignore material update when no vertex color, softgpu vertex preview
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2013-12-29 13:49:24 -08:00 |
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Unknown W. Brackets
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25bc394284
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Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.
Fixes #3918, and seems to match tests with 3dstudio.
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2013-12-29 12:57:30 -08:00 |
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Henrik Rydgård
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64717d1b02
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Shaders: Make sure to always use matching versions.
Really should unify this somehow.
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2013-12-29 12:27:19 +01:00 |
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Henrik Rydgard
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0a1514161d
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GLSL 3.0 fix
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2013-12-18 11:22:31 +01:00 |
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Henrik Rydgard
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832c933cb8
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Some shader fixes
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2013-12-17 23:38:58 +01:00 |
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Henrik Rydgard
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214cc01976
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Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
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2013-12-15 12:49:13 +01:00 |
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Henrik Rydgard
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3cde4921ae
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Have the shader generators generate modern GLSL if available.
This opens up to use other modern features like dual source alpha later.
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2013-12-15 11:23:27 +01:00 |
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