Unknown W. Brackets
054501c100
Replace alpha when blend mode allows it.
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Some games are using fixed/fixed blending modes which work in our favor.
2013-12-07 02:54:33 -08:00
Unknown W. Brackets
113f9795f3
Try to more correctly handle stencil when blending.
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Although, not accurate, this will attempt to KEEP and etc.
2013-12-07 01:58:33 -08:00
Henrik Rydgard
c738364f67
Make sure to disable scissor when doing the initial clear of a new FBO.
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Minor cleanups.
2013-12-06 23:08:37 +01:00
Henrik Rydgård
13cdbd5284
Mask away alpha when the stencil operation is KEEP
2013-12-06 11:15:13 +01:00
Henrik Rydgard
d1f054e033
Wait, we're not in clear mode there so no need to check.
2013-12-04 13:17:41 +01:00
Henrik Rydgard
10b9e83353
Dest alpha mask: Try some rules that seem to make sense from what we know now.
2013-12-04 13:16:22 +01:00
Henrik Rydgard
33efffe759
When blending (and we thus can't use stencil-to-alpha in frag shader), always write zero to alpha.
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It seems the PSP doesn't blend in the alpha channel.
Reduces glow problems in Gods Eater Burst and Wipeout - although Wipeout loses some glow
that should be there.
2013-12-03 11:27:31 +01:00
Unknown W. Brackets
034de0e992
Do not wrap stencil values on INCR/DECR.
2013-12-03 00:02:07 -08:00
Henrik Rydgård
70e4214e2e
Add comment with a link to an important github thread
2013-10-30 23:08:03 +01:00
Henrik Rydgård
07a868910e
Add a temporary hack option that may help debugging the wipeout glow.
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It reduces the glow problem by a lot but is obviously incorrect.
2013-10-30 22:47:36 +01:00
Henrik Rydgård
b896a29ec0
New attempt at solving #4272 by not using alpha in the backbuffer.
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If some effect ends up requiring destination alpha, just use buffered
rendering.
2013-10-25 12:44:21 +02:00
Henrik Rydgard
5c8a74d911
Stencil rectangle clears: Take the value from the second vertex.
2013-10-10 21:36:32 +02:00
raven02
7bf6f6411c
Set stencil ref value to 255 (8 bitplanes) 2^8-1=255
2013-10-10 21:59:37 +08:00
Henrik Rydgard
f645988b8f
More precision annotations in shader generators, other microoptimizations
2013-10-07 20:15:00 +02:00
Unknown W. Brackets
a5e9c3b10a
Get stencil/depth reading for ge debugger.
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Possibly works on NVIDIA only...
2013-10-05 17:19:17 -07:00
Henrik Rydgard
f48e0af235
Better check for blendmode
2013-09-30 10:17:23 +02:00
Henrik Rydgard
e65d0b4791
Use EXT_blend_minmax when available. Minor tweaks.
2013-09-30 10:12:10 +02:00
raven02
748ae6a3e7
Workaround fix issue #3912
2013-09-28 00:28:53 +08:00
danyalzia
f1ca139444
Fixes Drawing size in non-buffered
2013-09-18 12:24:27 +05:00
raven02
8c3a89019b
GE_BLENDMODE_ABSDIFF : Replace it using GL_MAX
2013-09-16 20:48:33 +08:00
Henrik Rydgård
3101f100ce
Merge pull request #3774 from raven02/patch-8
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Zeroize destination alpha as well when stencil test disabled.
2013-09-15 01:42:01 -07:00
raven02
b3bac26265
Only zeroize dst alpha when both stencil and depth testing disabled.
2013-09-15 14:10:57 +08:00
raven02
ecdc82fb19
Zeroize destination alpha as well when stencil test disabled.
2013-09-15 12:49:28 +08:00
Unknown W. Brackets
7b2dea4429
Use accessors for offsetx/y.
2013-09-14 11:06:48 -07:00
Unknown W. Brackets
40e3e8e930
Use a gstate enum, report unhandled blend mode.
2013-09-14 07:36:43 -07:00
Henrik Rydgård
74418c13bf
Merge pull request #3646 from raven02/patch-17
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Toggle option "Disable Stencil Test" & "Always Depth Write"
2013-09-09 00:06:00 -07:00
Henrik Rydgard
8c88dff5a4
More log categories, use them (and existing ones). Improve log config.
2013-09-07 22:02:55 +02:00
raven02
a1aac79224
Toggle option "Disable Stencil Test" & "Always Depth Write"
2013-09-05 21:49:26 +08:00
raven02
557b721a87
Change to gstate.getDepthTestFunction()
2013-09-05 13:57:12 +08:00
Henrik Rydgard
b054f1d6e0
Revert "Add depthTest along with stencilTest since depth Fail/ZPass test used ."
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This reverts commit 6624bb8100
.
2013-09-04 13:31:58 +02:00
raven02
6624bb8100
Add depthTest along with stencilTest since depth Fail/ZPass test used .
2013-09-03 21:26:06 +08:00
raven02
0de4b415f4
Use glBlendFuncB for dstAlpha
2013-08-29 01:20:23 +08:00
Henrik Rydgård
9667b9e316
Merge pull request #3387 from raven02/patch-19
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Use stenciltest for glblendFuncSeparate()
2013-08-26 05:55:01 -07:00
raven02
2442c24aee
Use stenciltest for glblendFuncSeparate()
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1
2013-08-26 17:49:59 +08:00
raven02
f49a2f7fa0
GLES: Skip GE_LOGIC_COPY for logic ops
2013-08-26 15:48:57 +08:00
Henrik Rydgard
554ca84556
Revert "More alpha hackery. This is starting to get embarrassing, really need to fix those tests."
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This reverts commit 97a6921000
.
2013-08-25 13:24:52 +02:00
Henrik Rydgard
97a6921000
More alpha hackery. This is starting to get embarrassing, really need to fix those tests.
2013-08-25 13:12:31 +02:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
416f0c56e8
Experiment: Use glBlendFuncSeparate to not change dest alpha when blending.
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Fixes Persona blending issues.
2013-08-22 19:14:04 +02:00
raven02
a3cd8743ba
Scisscor small fix
2013-08-22 22:21:03 +08:00
Henrik Rydgard
d9cd0d1fe9
Been meaning to rename DisplayListInterpreter->GLES_GPU forever
2013-08-20 22:34:47 +02:00
Henrik Rydgard
f4c05392e2
GLES: Disable logic op while alpha blend is enabled. Having them both enabled at the same time makes no sense, and this seems like the safest possible fix for #3220 as logic op usage is rare.
2013-08-18 13:00:14 +02:00
raven02
9f0ca16df7
boolean fix
2013-08-15 03:21:42 +08:00
raven02
6465402283
Logic Ops: code cleanup
2013-08-06 22:14:30 +08:00
Henrik Rydgard
2f1e6f81bb
Android buildfix
2013-08-06 11:24:48 +02:00
raven02
ecf43c7ea9
Fix lookup table
2013-08-06 16:46:35 +08:00
raven02
1fb77f5fec
Use lookup table
2013-08-06 16:30:58 +08:00
raven02
6992eba90a
Add remaining opcodes
2013-08-06 16:25:33 +08:00
raven02
c9c1a75869
Fix opcode/glLogicOp type
2013-08-06 16:14:36 +08:00