Unknown W. Brackets
4b978ed6f9
Apply unsupported blending modes in the shader.
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This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets
99458d7797
Avoid forcing nearest/disabling linear if possible.
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If we know that the test is trivially true, we don't need to worry about
the test. May help #4405 .
2014-05-15 22:38:44 -07:00
Henrik Rydgard
a9a15d5196
Don't use dual source when stencil disabled
2013-12-16 23:41:42 +01:00
Henrik Rydgard
0d2ec01e83
Switch CanReplaceAlphaWithStencil response to an enum
2013-12-16 23:24:32 +01:00
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
Henrik Rydgård
13cdbd5284
Mask away alpha when the stencil operation is KEEP
2013-12-06 11:15:13 +01:00
Henrik Rydgård
0471a8c886
Only set fogdepth to highp on PowerVR. May fix #4333
2013-10-28 15:38:25 +01:00
Henrik Rydgard
03eacd1af3
Save 16K.
2013-01-07 13:00:28 +01:00
Henrik Rydgard
64cc573703
Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK.
2012-11-04 23:24:00 +01:00
Henrik Rydgard
4f7ad15758
Add snapshot of the whole source code.
2012-11-01 16:19:01 +01:00