Commit graph

154 commits

Author SHA1 Message Date
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
BeaR
f7739ccdc2 Apply attenuation to ambient light 2013-04-15 19:11:26 +02:00
raven02
fcba4d4df1 Simply and initialize lightscale%i/angle%i/distance%i 2013-04-11 21:49:44 +08:00
BeaR
fa3a1fbd52 Add support for spotlights 2013-04-09 18:26:06 +02:00
raven02
07a36f2384 HW T&L : clamp lightscale 2013-04-09 20:42:40 +08:00
Unknown W. Brackets
44b22bc6ff Fix shader compilation error. 2013-04-02 07:26:36 -07:00
BeaR
b3aa63f64f Modifying shade mapping in HW and SW 2013-04-02 12:24:22 +02:00
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
Henrik Rydgard
41b862c689 warning fixes 2013-03-22 19:59:16 +01:00
raven02
49befb3d41 Flip in throughmode for HW T&L 2013-03-16 20:35:51 +08:00
Henrik Rydgard
fcfea6343a Add some lowp annotations to the vertex shader 2013-03-03 23:57:29 +01:00
raven02
d3413681e5 Fix texture stretched vertically in HW T&L 2013-02-20 20:32:18 +08:00
raven02
d1784ab9f6 Fix HW T&L crash in FF type-0 2013-02-15 22:49:13 +08:00
Henrik Rydgard
2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Unknown W. Brackets
74c2769ada Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
2013-02-09 17:18:01 -08:00
Henrik Rydgard
356f5788e1 Fix more UV issues 2013-02-08 00:04:01 +01:00
Henrik Rydgard
8749ad0cb9 Warning fixes, very minor updates to shader generators. 2013-02-06 19:04:28 +01:00
Henrik Rydgard
5c5f6ef165 Fix error in vertex shader compiler - no uniform called u_matambient 2013-02-04 23:33:14 +01:00
Henrik Rydgard
bf51291527 Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout. 2013-02-04 23:10:40 +01:00
Unknown W. Brackets
c323a89c8d Match the lighting/alpha logic in the sw transform. 2013-02-03 00:10:40 -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
2f0cf82f72 Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
2013-01-21 19:12:46 +01:00
Henrik Rydgard
784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00
raven02
72286191a1 Fix alpha blending for HW transform 2013-01-15 08:24:04 +08:00
Henrik Rydgard
7271e3fcd5 Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP. 2013-01-14 20:44:11 +01:00
raven02
908e4ecabf Revert AB for HW transform until find a better fix 2013-01-12 08:24:05 +08:00
raven02
79c9c29251 Fix alpha blending for HW transform 2013-01-10 22:19:06 +08:00
Henrik Rydgard
03eacd1af3 Save 16K. 2013-01-07 13:00:28 +01:00
Henrik Rydgard
2340b66b27 Fix envmapping on hw transform 2013-01-07 10:49:16 +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
Henrik Rydgård
750447793e Clamp colors before fragment shader. 2012-12-27 23:38:54 +01:00
Unknown W. Brackets
47e558d9ce Fix specular causing shader to fail to link. 2012-12-22 01:45:47 -08:00
Henrik Rydgard
e42af096c8 Merge 2012-12-21 23:43:48 +01:00
Henrik Rydgard
d663e28bde More work and optimization. Still not quite there. 2012-12-21 21:49:09 +01:00
Henrik Rydgard
4eeab83389 Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance. 2012-12-21 17:50:22 +01:00
Henrik Rydgard
4efb66fdb6 Fix hw transform and audio on android, misc 2012-12-21 12:57:43 +01:00
Henrik Rydgard
4bf2e52623 HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on. 2012-12-21 11:08:54 +01:00
Henrik Rydgard
4d4370232c Assorted minor cleanup and fixes. 2012-12-21 10:20:22 +01:00
Henrik Rydgard
19391541fb HW transform: Fix too-harsh lighting 2012-12-20 23:47:19 +01:00
Henrik Rydgard
79bd4e3d41 Lighting fixes (sw + hw) 2012-12-20 23:28:58 +01:00
Henrik Rydgard
1551aea902 HW transform bugfixes 2012-12-20 22:45:26 +01:00
Henrik Rydgard
c3b778daab More work on hw transform. 2012-12-20 18:31:21 +01:00
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 Rydgård
a0d8017c22 Fix for previous commit 2012-12-05 11:13:36 +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
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
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
Henrik Rydgard
e5c6cf965b Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00